Week 20 runs from March 16 to 22, and the Trials this time aren't something you "finish later". They live inside the extraction loop, which means your score only matters if you get out alive. You can stack progress for twenty minutes, get clipped on the way to evac, and it all vanishes. So before you even think about chasing points, sort your loadout, your route, and what you'll actually pick up on the way. I usually plan around what I'm willing to lose, then build up from there with whatever I find, including the odd upgrade from ARC Raiders Items when the raid goes my way.

Combat Trials that punish lazy routing

The damage goals on Hornets and Bombardiers sound simple until you realise you can spend a whole match hearing them and never getting a clean angle. The trick is to stop "searching" and start forcing encounters. Use scanners, hit triggers, and pick lanes where those units actually patrol. If you're solo, don't over-peek; tag them, break line of sight, then re-engage. In a squad, it's even cleaner: one player baits and drags aggro, the others focus fire and keep a safe cross. People mess this up by dumping ammo from bad cover, then panicking when the fight drags into third-party territory.

Spaceport air targets inside the walls

The Spaceport requirement is where a lot of points get wasted. It's not "shoot flying ARC units", it's "do it inside the Spaceport boundary". You'll see players light up targets in the open and wonder why nothing counts. Don't do that. Instead, position near entrances and sightlines that let you poke at a flier, then back up and let it follow you into the zone. Sometimes you've gotta be patient and let it drift closer. Also, watch your ceiling angles—Spaceport fights can pull your aim up, and that's when someone slides in at ground level and deletes you.

Carriables and the lightning mistake everyone makes

The utility stuff is where you win or lose the week. Hauling carriables turns you into a slow, obvious target, so clear the path first. If you've got teammates, have them scout ahead, not behind; getting ambushed from the front is what ends most carry attempts. And the EM storm task—getting hit by lightning—sounds like a joke until you're the one standing there too long. Wait for the storm, step out, take the zap, then immediately move. Don't hang around trying to "make sure it counted". That's how you get melted.

Chasing 4,000 points without burning the whole week

The nice part is you don't need perfect raids every day, because the Trials only care about your best result for each one. Use early runs to test spawns, learn where the fights happen, and figure out when to bail. Then do one serious attempt with a route that stacks objectives and keeps evac close. Play like extraction is the objective—because it is—and treat every greedy detour as a question: "Will this cost me the run?" If you keep that mindset, you'll hit your score targets while still building a stash of ARC Raiders gear you can actually afford to risk next time.