Jump Mine work in Week 3 rewards patience more than speed. You can burn through a full stack in one messy fight and barely move the Trial meter, or you can set up a few clean detonations and see the points climb fast. Before queueing up, make sure your crafting bench is ready and that you have enough ARC Raiders BluePrints to keep useful gear within reach. Mines are the main expense here, so it's worth treating each run as a planned job rather than a casual loot trip. Bring more mines than you think you'll need, but don't fill every slot with them. You still need healing, protection, and a dependable weapon for the walk back to extraction.
Build Your Mine Supply First
The Explosive Mine blueprint is the key piece. If you haven't unlocked it yet, spend some time collecting the materials requested by Nomadic Envoy Ermal during regular expeditions. That's less exciting than jumping straight into the Trial, sure, but it saves a lot of frustration later. Crafting a decent reserve means you can stay focused once you find a good enemy route. Ten to fifteen mines is a comfortable starting point for most runs, although newer players may want a few extra while they learn how the trigger range feels. Don't throw them down the moment you spot movement. A mine placed with a clear purpose usually does more work than three tossed into a panic. Also check your inventory before leaving. It's surprisingly easy to bring the blueprint materials and forget the actual equipment.
Pick Targets That Can Take the Hit
Little ARC units aren't useless, but they're rarely the best use of a Jump Mine. They move around, break formation, and often get removed by gunfire before the explosion lands properly. The larger machines are where the Trial starts to make sense. Bastions are a strong choice because their exposed core gives you a reliable placement point. Get close only when the area is clear, attach the mine, back away, and let the blast register. Bombardiers work well too, especially when you can reach their rear side without drawing a crowd. Their shape makes placement fairly forgiving. Shredders are even better for repeat farming. They follow familiar routes, keep returning to active areas, and are easy to pull into a spot you've already prepared. You don't need a perfect ambush every time. You just need the enemy to cross the same bit of floor at the wrong moment.
Make Stella Montis Work for You
Stella Montis is usually the most practical map for this objective because Shredders appear often enough to support repeated attempts in one expedition. Find a section with room to retreat, a solid corner or doorway, and no awkward clutter around your feet. Place one or two mines where a Shredder is likely to pass, then make some noise and lead it back. Keep moving, but don't sprint so far ahead that it loses interest. You want it close enough to follow and far enough away that you aren't caught in your own blast. Night Raid conditions can make the process quicker because there's more ARC activity, though the extra pressure means you need to watch your exit route. If another squad is nearby, don't force the setup. Move on, reset, and look for a quieter section of the map. A clean run beats a crowded fight every time.
Carry Gear That Gets You Home
Trial progress only feels good when you actually make it out. A medium shield with useful augments gives you room to recover after a bad pull, while an Adrenaline Shot helps when stamina disappears at the worst possible time. The Photoelectric Cloak can be handy for slipping into position before placing mines, particularly around Bastions. For your primary weapon, use something you trust rather than chasing a fancy setup. Bobcat, Renegade, and Tempest are all sensible picks if they fit your aim and ammo habits. Mines should create openings, not replace every other part of your loadout. Keep one eye on weight as well. Being overloaded after collecting materials can turn a straightforward extraction into a long, tense walk. If your bag is full and the Trial points are already there, leave. There's no prize for hanging around after the job is done.
Final Thoughts
The quickest route to three stars is to set a simple rhythm: craft enough mines, hunt durable targets, prepare a safe trap, and extract before the raid turns sour. Bastions and Bombardiers offer solid single-target damage, while Shredders can carry most of the objective when you find a repeatable route in Stella Montis. Keep your purchases focused on supplies that support those runs, and check ARC Items for sale when you need to round out a practical raid kit. With a few disciplined expeditions, the Week 3 requirement stops feeling like a resource drain and becomes one of the easier stars to secure.





