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ARC Raiders Raid Boosting — The Bag Comes Home
Any map, any difficulty. A verified Raider runs the route, takes the fights worth taking, skips the ones that aren't, and extracts with everything.
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Dam Battlegrounds
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Extract guarantee. Each raid in your order is played until it counts as a successful extract. Failed raids (death or timeout) don't count against your order — we continue until every purchased raid extracts successfully.
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A raid boost is loot delivered by extraction, not by transfer. You pick a map, a number of runs or a loot target, and a verified Raider goes Topside and brings it back. On the in-raid version you're in the squad and the loot goes into your own bag. On the piloted version your Raider goes out without you. Both end the same way: full stash, nothing lost on the way to the door.

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.

ARC Raiders does not reward playing well. It rewards extracting.
You can clear a Bastion, win a three-way fight at a loot node and fill every slot with high-tier components — and then take one bad angle two hundred metres from the door and hand all of it to whoever shot you. The run didn't count. The hour didn't count. The kit you brought in is gone too.
That's the whole design, and it's why the game is good. It's also why the gap between a decent player and a genuinely strong one isn't aim. It's route knowledge, timing, and knowing which fights to decline.
A raid boost buys you that gap without you having to spend four hundred hours acquiring it.
A verified Raider takes your target — a map, a number of successful extractions, a specific loot type, a container you keep failing to reach — and runs it.
In-raid: they join your squad. You play, they lead. The loot goes into your bag because you're the one carrying it, and you extract with them covering the exit. Nobody logs into your account, and you learn the route by watching it work.
Piloted: they play your Raider while you do something else. Faster per run, since there's no coordination overhead and no waiting for you to be online. Everything lands in your stash.
Most people order in-raid for the first one and switch to piloted once they trust the operation. Both are priced on the calculator and you pick at checkout.
Buried City is the medium one. Maze streets, hidden caches, forgiving extraction spread. It's where most players farm, and it's the cheapest thing on this page for exactly that reason.
Dam Battlegrounds is hard. Multiple vertical levels, water hazards, and long sightlines across open concrete that punish anyone crossing at the wrong moment. The loot is worth it. The walk back isn't free.
Riven Tides is hard and strange. Three separate zones — shoreline, dockyard, hotel — with the Turbine flying overhead and nothing else. Players who learn one zone and never the other two lose a lot of kits at the boundaries.
Acceria Spaceport is extreme. Launch bays, docking stations and low-gravity sections where your movement instincts are actively wrong. Very good loot. Very high churn.
Blue Gate is extreme. Energy anomalies, top-tier loot density, and a player population that is there specifically to take it from you. This is the map where a carry pays for itself fastest.
Stella Montis is extreme and close-quarters. A frozen research facility on two layers, with Matriarch and Shredder ARCs that do not care how good your positioning was on an open map. Rare loot, tight corridors, no room to disengage.
We won't run your account on a map you haven't unlocked, because the unlock itself is progress you may want to keep — say so and we'll unlock it first as part of the order.
We won't promise a specific rare drop from a specific run. Loot tables are loot tables. What we price is extractions and time Topside, not RNG outcomes, and anyone selling you a guaranteed named item from a raid is selling you a coin flip with extra steps.
And we won't take an order where a carry plainly isn't the fix. If you're losing kits because your stash is empty and you keep going out under-equipped, that's a funding problem and coins solve it for less.
Three groups, and they want different things from the same product.
The first is people with a build in mind and no time to feed it — a workshop tier that wants three hundred units of something, a gear set for a loadout they've already planned. They order piloted, in volume, and never watch a run.
The second is people who keep dying in the same place. They order in-raid, once, and mostly don't come back because they fixed the thing that was costing them.
The third is people who've just departed on an Expedition and are staring at an empty stash. They order raids because raids are what they know, and we usually talk them into a bundle instead, because the bundle is cheaper for the same result.

The most common mistake on this page is picking the scariest map because that's where the good loot is. Pick the outcome instead, and let us pick the map.
"I need components for a workshop tier." You need volume, not rarity. Buried City and Dam Battlegrounds runs give you Metal Parts, Chemicals and Mechanical Components faster per hour than an extreme map does, because the extraction rate is higher and the runs are shorter.
"I need high-tier gun parts and Reactors." Now it's Blue Gate or Stella Montis, and the price reflects it. Fewer runs, higher value per run, a much larger share of the cost sitting in fight risk rather than travel time.
"I need a specific container or room." That's a custom order, not a package. A single vault on a single map is cheap when it's a known route and expensive when the route crosses contested ground. Tell us the location and we'll quote the run rather than a bundle.
"I just want to stop losing kits." Order in-raid and watch. Three runs with a good Raider leading teaches you more about route timing than twenty solo deaths, and a lot of customers order once and never need to again. If that's really what you want, Rent a Raider is the cheaper shape of the same thing.
People systematically over-order here and we'd rather they didn't.
A workshop bench tier is usually three to six successful extractions on a medium map. A full gear set for one loadout is two to four. Feeding an Expedition construction stage is the one case where the number genuinely climbs, because donation requirements run into the hundreds of units and the maths is volume-driven.
If you don't know the number, tell live chat what you're trying to build rather than how many raids you think it takes. We'll count it for you, and it's often lower than the figure you had in mind.
The map, most of all. An extreme map costs meaningfully more per run than a medium one, and that difference is real work rather than a markup — the failure rate is higher and the Raiders qualified to run it are fewer.
Run count, with volume pricing applied automatically as the number climbs.
Delivery method. In-raid requires scheduling around you and moves at squad pace. Piloted runs on the booster's clock and is usually quicker end to end.
Your platform, since in-raid squads have to be on the same one. PC, PS5 and Xbox Series X|S are all supported.
Speed. A rush order pulls a Raider off their queue and prices accordingly. Standard timing is cheaper and, for most orders, entirely sufficient.
Region, which affects both scheduling and matchmaking quality for in-raid orders.
Loyalty discounts grow with every order you place, and pairing a raid order with blueprints and gear farming drops the price on the second service.
This matters more in this game than in almost anything else we sell.
Everything a raid boost puts in your stash — items, components, coins — is deleted when you depart on an Expedition. Expedition 5's departure window closes on 29 September 2026. If you're going, raid orders placed now should be sized to what you'll consume before then, not to what looks good in the stash.
If you're not departing this cycle, or you've already gone, the constraint disappears and volume orders make full sense again. And if you've just come back with nothing, a wipe recovery bundle is nearly always cheaper than buying raids, levels and coins separately.

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. We won't tell you otherwise, and anyone who tells you a piloted order carries no risk is lying to you to close a sale.
What changes the exposure enormously is which version you order.
In-raid orders involve no account access at all. Your booster joins your squad as their own Raider. You play your account from your own machine, on your own connection, and the loot lands in your bag because you carried it out. There is nothing for anti-cheat to notice, because nothing unusual happened — two Raiders queued together and extracted.
Piloted orders do involve a login, and we treat them with the care that deserves. One assigned booster, never a shared machine. A VPN matched to your region so your login pattern doesn't jump continents. Manual play only — no scripts, no macros, no movement automation, which matters more in an extraction shooter than in almost any other genre, because movement automation is precisely what the detection systems are built to spot.
Security steps go out before anyone logs in. They take about two minutes and they matter more than anything else on this page. Across 50,000+ orders since 2006, no customer who followed them has reported a permanent ban.
Piloted orders run with Offline Mode enabled by default, which keeps your presence dark to your friends list while the order is active. Nobody sees you Topside at four in the morning while you're asleep. Turn it off in the order chat if you'd rather it wasn't on — some people want to spectate, and that's fine.
If you're departing within days. Everything a raid boost earns you goes into the Expedition furnace on 29 September. Size accordingly or wait.
If your problem is level, not loot. Some maps and benches gate behind Raider level, and running raids at a low level is the slow way to fix that. Leveling is a different, cheaper order.
If you want one specific blueprint. Raids are volume. Blueprint drops are RNG on top of volume. Blueprints and gear farming targets the item directly and usually costs less than farming raids until it appears.
If you want to get better rather than get loot. Say so and we'll steer you to an in-raid order or a rented Raider instead of a stack of piloted runs you learn nothing from.
You set the map, the run count and the delivery method on the calculator. Price and an estimated completion window appear before you pay. Card, PayPal or crypto, and you don't need an account to check out — enter your email and a dashboard is built for you.
Most orders are claimed inside 15 minutes. For in-raid, your Raider agrees a session time with you in the order chat; for piloted, they start when they pick it up and you watch progress from the dashboard.
Losses are our problem, not yours. If a piloted run ends badly and the kit is lost, the run doesn't count against your order — the booster goes again. That's why we price extractions rather than attempts.
Payment releases when you confirm the order is complete, not when the booster marks it done. Support is live 24/7 and you're messaging the person running your raids directly, not a ticket queue.
Three things make a raid order go well, and leaving them out is what causes the back-and-forth.
Your Raider level and which maps you've unlocked. Some of the best-value routes sit behind an unlock you may not have. If you don't have it, say so — we'll either unlock it as part of the order or route around it, but we can't do either silently.
What you're building. "Six runs on Blue Gate" and "enough Reactors and Complex Gun Parts for a Gunsmith III craft" are different orders, and the second one lets us pick the cheaper path to the same outcome. Customers who tell us the goal rather than the quantity pay less about half the time.
Where you are in the Expedition cycle. It's the question that changes our advice most, and it costs you nothing to answer.
Extraction shooters charge you for mistakes in a currency that takes hours to earn back. A raid boost is the one service on this site where what you're really buying is the absence of a bad half-hour — the fight that didn't happen, the route that didn't cross the open ground, the door you reached with the bag still on your back.
Tell us the map and the outcome, and we'll tell you the smallest order that gets you there.

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