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The Jump Mine Trial in Arc Raiders is a positioning test disguised as an explosive challenge. The item name causes confusion too, since the Trial's "Jump Mine" refers to the Explosive Mine found among your ARC Raiders Items, not a separate piece of gear. Once you understand that, the real problem becomes obvious: you need to make ARC units occupy the same patch of ground at the exact moment the mine triggers.
Start With the Target, Not the Mine
Dropping the mine and waiting for a machine to wander over is the least reliable approach. A Bombardier gives you the safest starting point because its large body is easier to track and its ground movement is more readable than that of smaller ARC units. Pull it toward flat terrain, watch the route it prefers, then place the Explosive Mine directly beneath or just ahead of its central mass. Retreat before the trigger rather than trying to squeeze in one last adjustment.
Which Setup Fits Your Trial?
The standard objective has previously tracked Explosive Mine damage against ARC units, with recorded milestones of 1,000, 2,000, and 3,000 points for one, two, and three stars. The tougher version focuses on the best result from one mine, so a crowded setup can outperform a single large target. Read the active Trial card before you commit, since wording and values may change between rotations.
Setup | Strength | Main Risk | Bombardier on flat ground | Reliable solo progress | Lower single-mine ceiling | Shredders in a room | Several targets in one blast | The group can spread or block your exit | Snitch Scanner funnel | Strong multi-target potential | Timing is harder to control |
The Placement Checklist I Actually Use
For a clean attempt, treat the mine as the last step of a small encounter plan. From what I've seen, players lose more runs to rushed timing than to poor equipment choices. Before you place anything, check these points.
Pick level ground with open space around the expected blast point.
Use walls, doors, ramps, or a landing to restrict movement without blocking the explosion.
Confirm where the target will be two seconds later, not just where it stands now.
Keep a retreat route open before activating scanners or drawing attention.
Place the mine only after the group has formed or the Bombardier's path is predictable.
The Detail Most Guides Skip
Your exit plan matters as much as the damage number. Stella Montis rooms with Shredders can create excellent density, while a Spaceport warehouse with Barricades can funnel airborne arrivals toward a prepared spot. But confined areas become traps when the first ARC unit reaches you early. With Snitch Scanners, wait for the cluster instead of placing the mine after the first arrival; one premature trigger can waste the whole setup. In solo play, this control is easier, but you must handle every angle yourself. In a squad, assign jobs before contact: one player draws, one watches the escape route, and one places the device.
Build the Opportunity First
My read is that the best Jump Mine loadout is less about maximum DPS and more about control, cover, and enough mobility to disengage. Use a Bombardier for dependable star progress, then switch to a compact group when chasing the single-mine record. Extract after the Trial registers; staying for extra loot can turn a successful run into lost progress. Once the setup feels repeatable, you can spend less time grinding attempts and more time choosing the right buy ARC Raiders Gear for the rest of the run.
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