Done really fast, great booster team

Expedition Boosting — Six Stages and a Damage Wall, on a Deadline
Expedition 5 closes 29 September at 10:00 CEST. Caravan preparation, resource commitment and the departure damage challenge, handled before the window shuts.
Configure your order
Enter game details
Every bonus skill point available in the expedition (up to 5 per expedition, cap 15 permanent) is secured. If we finish below the maximum available, we compensate with equivalent progression at no extra cost.
We got you, leave a quick message and we will get back to you ASAP
2 minutes average time to reply
Expeditions run roughly 70 days: a long preparation phase where you build and stock a caravan across six stages, then a short departure window — one to two weeks — where you sign up and complete a damage-based challenge. Miss the window and everything you prepared waits another cycle. Expedition 5 arrived with Update 1.45.0 on 8 September 2026 and the window closes on 29 September at 10:00 CEST. This service covers the stages you haven't finished and the damage challenge at the end.

Set what you want — a Raider level, a coin figure, a blueprint, a bundle, an Expedition stage. Add your platform and region. The price updates live and shows an estimated completion window before you pay.
Card, PayPal or crypto. No account needed to order — enter your email at checkout and your dashboard is built for you. Loyalty and volume discounts apply automatically when you're signed in.
Most orders are claimed within 15 minutes. Your booster connects through a region-matched VPN and plays manually, or meets you in raid for in-raid delivery where the service works that way. You can message them in the order chat throughout.
Track progress live from your dashboard. When the target lands you review the order and release payment — not before. Everything earned is already sitting in your stash.

An Expedition asks two different things of you, and most people are stuck on one or the other rather than both.
The caravan. Six preparation stages, each requiring you to supply materials and resources out of your stash. It's not difficult — it's a shopping list, and the entries on it are the things you'd rather be spending on your own kit. Plenty of players stall here simply because funding the caravan competes directly with funding their raids.
The damage challenge. In the departure window itself you sign up and deal damage to ARC, with permanent reward thresholds running from 5,000 all the way up to 100,000 damage. Skill points, stash space and cosmetics scale with how far up that ladder you get. The top thresholds are a serious amount of combat, and they're the reason people who could depart often settle for a lower payout than they wanted.
We cover either or both. Tell us which stages you've completed and how much damage you've banked, and we'll price the gap rather than the whole thing.
Departing isn't just a reset. It pays.
Permanent rewards scale with the Expedition number and with your damage total — skill points, stash space and cosmetics, awarded at thresholds from 5,000 to 100,000 damage.
Stacking buffs, up to three times each across your Expedition history:
+10% weapon repair per completion, capping at +30%
+5% XP per completion, capping at +15%
+6% materials from Scrappy per completion, capping at +18%
Read that list again, because it's the strategic argument the game never makes clearly. A player who has departed three times has a permanently cheaper, faster Raider for every cycle from then on. Someone who has never departed is playing a harder version of the game and paying more for repairs while doing it.
That's why the answer to "should I depart" is almost always yes — and why hitting the higher damage thresholds while you're there matters more than most players realise.
Full honesty, because you should know before you commit.
Reset on departure: Raider level and skill points, inventory and loot, coins, blueprints, Raider Den progress, workshop upgrades, stash upgrade progress. Quests only if you choose — 1.45.0 made that optional.
Carried over: unlocked maps, Codex entries, Raider Tokens and Cred, Merits, cosmetics and achievements, Raider Deck progress, Trials completion, and bonus items from previous Expeditions.
So you're trading the day-to-day layer for permanent upgrades. The long-term account survives intact.
Worth planning at the same time rather than discovering afterwards.
The moment you depart you're at level 1 with an empty stash, no benches and no coins. The buffs you just earned make rebuilding faster than at any other point — but it's still a rebuild, and the week after a window closes is when every departing player hits that wall simultaneously.
Book wipe recovery alongside this and it runs the moment you're through, at standard pricing, without joining the queue that forms every cycle. It's the most common pairing we sell on this game and the bundle discount applies to the second service automatically.
Not dramatically, which is the problem.
Nobody abandons an Expedition at stage five in a blaze of frustration. They get to stage three in the first fortnight, feel good about it, and then the preparation phase stretches out across eight or nine weeks. Funding the caravan competes with funding their own raids, and their own raids always feel more urgent.
Then the window opens, they check their progress, and there are three stages left with two weeks on the clock.
That's the order we take most often on this page, and it's why the honest advice is to check where you are now rather than in the final week. Sixteen days is enough. Four days frequently isn't, and by then booster availability has tightened because everyone else has just done the same arithmetic.

Update 1.45.0 shipped on 8 September 2026, bringing Expedition 5 and opening its departure window the same day.
The window closes on 29 September 2026 at 10:00 CEST.
That's the entire urgency of this page. Everything you've spent the preparation phase building is contingent on getting through a door that shuts on a specific morning, and if you miss it you wait roughly another 70 days for the next cycle.
Preparation phase — roughly eight to nine weeks. You build and stock the caravan across six stages, funded out of your stash. This is the long, quiet, unglamorous part, and it's where most incomplete Expeditions actually fail. Not dramatically — people just don't get round to stage five.
Departure window — final one to two weeks. Sign-up opens, you commit, and you complete the damage challenge. Short, high-pressure, and the part with a hard deadline.
Level 20 minimum. You can't start an Expedition Project below it.
Embark's stated position is that they do not intend to run mandatory wipes. The Expedition Project is opt-in.
That matters commercially, because it changes what this service is. You're not paying someone to help you survive something the game is doing to you. You're paying to complete an optional project with a genuinely good payout, on a deadline, that you'd otherwise leave half-finished.
It also means "should I buy this" has a real answer rather than an assumed one. If you're at stage two of six with sixteen days left and you don't play daily, you will not finish alone. If you're at stage five with a decent damage total banked, you probably don't need us — and we'll tell you that.
Quest reset is now optional. Previously your trader quests reset automatically on departure. Now you choose. That's a genuine quality-of-life improvement and it changes the maths on whether departing is worth it for questing-focused players — mention it in the order notes because it affects your rebuild scope too.
Ascending the Mountain is the new Raider Project, following phantom ARC signals beyond the Tube system's reach into a mountain range, with Apollo looking for Raiders good with schematics.
Cred expires 8 October 2026. Embark are removing it entirely, replaced by a new reward system arriving with the Frozen Trail update. Cred survives an Expedition — it's on the carry-over list — but it won't survive October. If you're holding a balance, spend it with Shani or on Raider Deck tiles before the deadline.
The engine moved from Unreal 5.3 to 5.7. Largely invisible, occasionally not.
With sixteen days left, the honest advice splits three ways.
Stages one to three done, low damage banked. This is where the service earns its money. There's a real amount of work left and a fixed deadline. Order now rather than in the final week, because booster availability tightens sharply as the window closes.
Stages four or five done, some damage banked. A partial order. We price the gap — usually the remaining stages, or a damage push to a higher reward threshold, not both.
Nearly done. Ask in live chat before ordering. Frequently the answer is that you'll finish yourself with two focused evenings, and we'd rather say so than take the money.
One thing that changes the maths: the damage ladder is not all-or-nothing. Reaching a lower threshold still pays, so a partial push is a legitimate order even if the top tier isn't reachable in the time left.

Region-matched VPN + credential vault
Every order runs behind a region-matched VPN. Your credentials are scoped to the assigned Pro, rotated the moment the boost ends. Anti-cheat and risk systems see nothing unusual.
Anonymous, offline, silent
Your Pro appears offline in game. Never messages friends. Never accepts party invites. Never speaks in in-game chat. Leave specific notes in the order brief See how we keep every account safe in our dedicated safety section
One Pro. One order. One session.
Credentials go only to the assigned Pro. Nobody else on the team ever sees them. Revoked automatically when the order closes. Never shared

Pick your game, where you are now and where you want to be. The price updates as you click, every extra is free to add, and there's nothing to sign up for.
Boosting sits outside Embark's terms of service. Any provider offering a zero-ban guarantee is making a promise they cannot keep.
What we control: a VPN matched to your region on every session so your login pattern stays consistent, fully manual play with no scripts or macros, one booster per account with credentials never shared beyond them, and sensible pacing rather than a marathon that looks nothing like how you normally play.
The manual-play line carries extra weight here. The damage challenge rewards sustained combat, which is exactly the kind of repetitive grind people are tempted to automate — and movement or aim automation in an extraction shooter escalates a boosting question into a cheating one. We don't, on any order, and the damage thresholds get hit by a person actually fighting ARC.
This service is piloted. Caravan stages consume your stash resources and the damage challenge is tied to your Raider, so there's no in-raid version of it. If account access is a dealbreaker, Rent a Raider puts a pro in your squad while you play — slower for a damage challenge, but nobody logs in.
Security steps go out before anyone logs in. Two minutes. Across 50,000+ orders since 2006, no customer who followed them has reported a permanent ban.
We'd rather answer this honestly than sell into a decision you'd regret.
Depart if you've done it fewer than three times. The buffs stack to +30% repair, +15% XP and +18% Scrappy materials, and they are permanent. Until you've capped those, every Expedition materially improves every cycle afterwards. This is not close.
Depart if you're sitting on a Raider you're bored of. The reset is a fresh start with better fundamentals, and the game is genuinely more interesting in the rebuild than in a stale late cycle.
Think harder if you've already capped the buffs. Past three completions the marginal gain is cosmetics, stash space and skill points from the damage ladder. Still real, less transformative. Worth doing if you enjoy the reset; not worth forcing.
Don't depart if you're mid-way through something you care about. A quest chain you can now keep is fine, but a workshop build you're two benches from finishing will be gone. Finish it, then depart next cycle.
If you're below level 20. You can't start an Expedition Project. Leveling first, then come back — though with sixteen days left, next cycle is the realistic target.
If the window has closed. Nothing to buy until the next one opens. Use the preparation phase for blueprints, quests or levels instead.
If you're nearly finished. Ask first. Two focused evenings frequently closes the gap and we'd rather tell you that.
If you only want the damage threshold. That's a partial order, not the full project, and it prices much lower. Say so.
How many caravan stages remain and what they still need from your stash. How much damage you've already banked and which threshold you're targeting — 5,000 is a different job from 100,000. Your platform. Whether the rebuild is bundled. And how close to the deadline you order, because booster availability tightens sharply in the final week of any window.
Loyalty discounts grow with every order, and bundling the Expedition with wipe recovery drops the price on the second service automatically — which is also the arrangement that gets you out of the post-window queue.
You can't play while a piloted order runs; your booster posts a schedule in the order chat. A damage push to a high threshold is a multi-session job rather than an evening, so the schedule matters more here than on smaller orders.
Payment releases when you confirm, not when the booster marks it complete. Support runs 24/7 and you message the person playing your Raider directly.
Tell us which stages you've finished, how much damage you've banked and whether you want the rebuild booked alongside — and we'll price the gap before the window shuts.

Everything you need to know about Call of Duty boosting in 2026 — from picking the right package to keeping your account safe through Ranked Play.
GUIDES●16.08.2026

How rank-resets, RR gains, and placement matches actually work in 2026, and which package fits your current rank.
GUIDES●16.08.2026

The five-game window at the start of every season decides a third of your climb. Here is what to do — and what to avoid — for each of those games.
GUIDES●16.08.2026