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RSVSR ARC Raiders Test Case Guide and Best Enemy Spots
Apollo’s Test Case quest is pretty easy to understand once you’re out there, but it still pulls you right into what ARC Raiders does best. It’s a hunt, plain and simple, and if you’re already looking into ARC Raiders Items, this mission gives you a solid feel for which enemy parts actually matter. Apollo kicks it off with that little joke about mixing a Hornet and a Fireball and getting a Firefly, which honestly tells you almost everything you need to know. Your job is to track down three specific ARC drops, bring them home, and make sure one extra condition gets checked off while you’re doing it.
What you actually need
The quest asks for three parts in a clean 1, 2, 3 order: a Hornet Driver, a Fireball Burner, and a Firefly Burner. That sounds simple enough, but there’s a catch people miss all the time. You need to kill at least one Firefly during the same run, or the objective may not count the way you expect. Hornets are usually the easiest to spot since they drift around in open air and take shots at you from above. Drop one, loot it, and you should get the Driver. Fireballs are the opposite. They’re ground-based, they roll in fast, and they love cramped spaces. Buildings are where they tend to become a problem. Once one’s down, grab the Burner. Fireflies work a lot like Fireballs in terms of the quest logic, except they’re airborne and usually more annoying to chase.
Where most players look
You’re not locked into one map for Test Case, which is nice, but some areas do make the job less painful. Blue Gate and Dam Battlegrounds get mentioned a lot, mostly because flying enemies seem to show up there more often and the visibility is better. You can scan the sky without every hill or rooftop getting in the way. That said, spawn luck is still spawn luck. Sometimes you’ll find what you need fast. Sometimes you’ll spend a whole raid dealing with the wrong machines. It helps to carry weapons that can handle both air and ground targets without making you swap your whole loadout around every minute. A lot of players also bring extra shields, because once Hornets or Fireflies start stacking pressure in the open, things can go bad really quickly.
Don’t lose the parts
This is the bit that stings if you ignore it. The items you collect for Test Case should go into a safe pocket augment as soon as possible. If they stay in your regular inventory and you get wiped before extraction, that progress is gone. No partial credit, no mercy. You just head back out and do it again. It’s also worth slowing down after each fight instead of rushing to the next marker. Fireballs especially can catch you off guard indoors, and it’s easy to forget to loot properly when the area still feels hot. A quick check after every kill saves a lot of frustration later.
Heading back to Apollo
Once you’ve destroyed a Firefly, secured all three components, and made it back to Speranza, the rest is easy. Hand everything to Apollo and the quest wraps up with a Fireworks Box Blueprint, plus Seeker Grenades and Blaze Grenades that are actually useful in later raids. It’s not the biggest mission in the game, but it does feel satisfying because there’s no filler in it. You go out, track the right targets, survive the chaos, and come back with proof. For players trying to gear up efficiently or keep an eye out for cheap ARC Raiders Items while planning future runs, Test Case is one of those quests that’s worth doing early and doing right.
