The ARC Raiders High-Gain Antenna Project was a three-stage Player Project introduced with the Flashpoint update. Instead of asking for ordinary household loot, it leaned heavily on ARC components, with the real grind appearing in Stages 2 and 3 through Vaporizer Regulators and Assessor Matrices.
One current fact matters before you start following an older farming route: High-Gain Antenna is no longer an active Project. Embark warned in Patch 1.24.0 that it would expire before Riven Tides, which launched on April 28, 2026. The current MitchCactus project page also marks it as a limited-time event that has ended.
So this guide works as the complete materials and rewards reference, while also showing which parts of the old farming route still make sense if these materials appear elsewhere or the Project ever returns.
High-Gain Antenna Materials at a Glance
High-Gain Antenna looked short because it had only three stages, but the later requirements made it much heavier than the stage count suggested.
| Stage | Materials Required | Main Pressure Point |
| Sturdy Base | 50 ARC Alloy, 10 ARC Flex Rubber, 10 ARC Performance Steel, 15 Advanced ARC Powercell | Volume of general ARC components |
| Data Logger | 15 ARC Coolant, 15 ARC Thermo Lining, 4 Vaporizer Regulator, 6 Assessor Matrix | First Close Scrutiny bottleneck |
| Parabolic Dish | 10 Surveyor Vault, 20 ARC Synthetic Resin, 15 Vaporizer Regulator, 18 Assessor Matrix | Heavy Regulator and Matrix farming |
Across the full Project, that meant 19 Vaporizer Regulators and 24 Assessor Matrices, alongside the more common ARC materials. The same totals are reflected in contemporary material breakdowns from the live Flashpoint period.
The important planning lesson is simple: the rare items should have controlled your route, not the 50 ARC Alloy at the top of Stage 1.
Stage 1: Build the Sturdy Base Without Overfarming
Sturdy Base was the straightforward part.
ARC Alloy could be collected from ARC machines or obtained through recycling ARC materials. Flex Rubber, Performance Steel and Advanced ARC Powercells came from progressively stronger ARC sources, so normal progression could contribute heavily to this stage.
The efficient approach was to avoid treating Stage 1 like a dedicated grind. If you were already killing higher-tier ARC and extracting consistently, most of the requirements could build naturally.
Stage 1 rewarded:
- Torrente II
- Extended Medium Mag III
- Extended Barrel
- Padded Stock
This is also where stash discipline mattered. Materials used by Projects can overlap with Workshop or crafting needs, so checking the ARC Raiders Materials Priority List before selling or recycling a stack is still useful for current progression.
Stage 2: Data Logger Was the First Real Bottleneck
Data Logger changed the farming problem.
The 15 ARC Coolant and 15 ARC Thermo Lining could come from several ARC sources, but the 4 Vaporizer Regulators and 6 Assessor Matrices pushed players toward Close Scrutiny. During Flashpoint, Vaporizers and Assessors were central to that map condition and to the Project’s rare-material loop.
This stage rewarded:
- Bobcat III
- Extended Light Mag III
- Vertical Grip III
- 100 Raider Tokens
The faster strategy was therefore not to finish Coolant and Thermo Lining and only then think about the Epic drops. Once Stage 1 was secure, every useful Close Scrutiny window became an opportunity to start building the Regulator and Matrix totals required across both remaining stages.
Close Scrutiny itself is still part of the current map-condition rotation, even though High-Gain Antenna is retired. That means the condition survived beyond the Project that originally made it especially valuable.
Stage 3: Prioritize the Materials That Cost Successful Extractions
Parabolic Dish was where most of the Project’s grind accumulated.
You needed:
- 10 Surveyor Vaults
- 20 ARC Synthetic Resin
- 15 Vaporizer Regulators
- 18 Assessor Matrices
Surveyor Vaults came from Surveyors, while Synthetic Resin had several ARC sources including Shredders and other machines. The heavier problem was repeating enough successful encounters to reach the Stage 3 Regulator and Matrix totals without losing the loot before extraction.
The reward package was also the strongest:
- Vita Spray
- Photoelectric Cloak
- Snap Hook
- 400 Raider Tokens
There was no separate grand completion reward after Stage 3. The rewards were attached directly to each stage, with Stages 2 and 3 providing a combined 500 Raider Tokens.
A contemporary full three-stage material and reward breakdown also shows why the last stage deserved most of the planning attention rather than treating every resource as equally difficult.
The Fastest Completion Route Was Not Stage by Stage
The most efficient route was to plan around total requirements from the beginning.
A better order looked like this:
- Let normal ARC encounters build ARC Alloy, Flex Rubber, Performance Steel and Advanced Powercells.
- Keep Coolant and Thermo Lining whenever they appeared instead of selling them before Stage 2.
- Prioritize Close Scrutiny once Regulator and Matrix farming became relevant.
- Save Stage 3 materials early, especially Surveyor Vaults and Synthetic Resin.
- Once a rare drop was secured, value the extraction more than filling the rest of the backpack with ordinary loot.
That last point matters in any Project grind. A farming route is only efficient when the required material actually makes it back to Speranza.
For broader route planning, the ARC Raiders resource farming and gear progression guide is more useful than turning every raid into a single-item run.
What Should Players Do With This Project Now?
Do not spend current resources expecting to submit them to High-Gain Antenna. The Project expired before Riven Tides and has not been officially announced as returning.
If you found the old completion service while researching it, Explore High-Gain Antenna Project now clearly identifies the event as ended. The page is useful for confirming its historical service structure, but it should not be treated as an active Project order today.
Individual ARC materials can still matter outside this retired Project. If a specific current Workshop, quest or Project is blocked by one component, the broader ARC Raiders Materials options are more relevant than trying to complete an expired objective.
Mistakes That Made High-Gain Antenna Slower
The first mistake was farming strictly one stage at a time. Regulators and Matrices were required twice, so planning their combined total was more efficient.
The second was selling later-stage materials because their stage had not unlocked yet. Project progression rewarded players who knew the full requirement list in advance.
The third was focusing on basic ARC Alloy while rare components remained untouched. Common materials were easier to replace than repeated successful Vaporizer or Assessor drops.
Finally, do not follow older guides that still describe High-Gain Antenna as having no deadline or being currently active. Embark explicitly announced its expiry before Riven Tides.
Conclusion
The ARC Raiders High-Gain Antenna Project had only three stages, but its real difficulty came from the later ARC-specific requirements.
Sturdy Base could largely grow through ordinary play. Data Logger introduced the first serious Regulator and Matrix requirement. Parabolic Dish then raised those same bottlenecks to 15 Vaporizer Regulators and 18 Assessor Matrices while adding Surveyor Vaults and Synthetic Resin.
The fastest route was therefore to protect later-stage materials early and structure risky runs around the rare components rather than the common ones.
Today, however, the most important fact is availability: High-Gain Antenna has expired and is not an active Project. Use its material list as an accurate reference, not as a current turn-in checklist unless Embark officially brings the Project back.
Frequently Asked Questions
Is the High-Gain Antenna Project still available in ARC Raiders?
No. Embark announced that High-Gain Antenna would expire before the Riven Tides update, which launched April 28, 2026. No current return has been announced.
How many stages were in the High-Gain Antenna Project?
There were three: Sturdy Base, Data Logger and Parabolic Dish.
How many Vaporizer Regulators and Assessor Matrices were required?
The full Project required 19 Vaporizer Regulators and 24 Assessor Matrices across Stages 2 and 3.
What rewards did High-Gain Antenna give?
Rewards included Torrente II, Bobcat III, high-tier attachments, Vita Spray, Photoelectric Cloak, Snap Hook and 500 Raider Tokens across the Project stages.
Where did you farm the rare High-Gain Antenna materials?
During the Project, Close Scrutiny was the key condition for Vaporizers and Assessors, which supplied the Regulators and Matrices needed for Stages 2 and 3. The condition itself still appears in the current map rotation.

