The Flashpoint patch added nine daily jobs, and they're worth doing even if the rewards won't blow anyone away. What they really do is push you across the new layouts, which is honestly the fastest way to learn what changed without wasting full raid runs. If you've been stacking ARC Raiders Coins and trying to make your time count, these missions fit nicely into regular loot routes instead of feeling like busywork.

Stella Montis route

Start with Stella Montis because three quests overlap there and save you a lot of running. For Last Entry, go straight for the Seed Vault. You'll need the terminal outside first, then pick up the nearby fuel cell so the door actually opens. Inside, check the hazmat suits on the left wall for the key, unlock the main container, and grab the shutdown paperwork for Shani. While you're still close, roll into Furtive Meetings. Take the required pictures under the Medical Research stairs, beside the vent near Sandbox B, and at the staircase in Cultural Archives. The last document is sitting in a cardboard box there, easy to miss if you sprint past it. Fragmented Logs is the fiddly one. Bring a spare part before you queue, repair the Control Room terminal, switch the power on in pipe maintenance, then finish at the Cultural Archives data terminal. Watch for Shredders the whole time because they love turning a clean route into a mess.

Blue Gate stops

Blue Gate is louder, riskier, and a bit more annoying, but you can still clear two tasks in one visit. Clamoring for Attention has three simple actions with one nasty catch. Repair the siren on the Warehouse roof with wire, power up the boombox in the Village, then hit the bus horn near the Checkpoint. That last one is the problem. The second you honk it, every ARC nearby seems to wake up angry, so don't do it while half-healed or low on ammo. If you survive that noise, slide into Outstanding Balance. Search Dodger's stash in the Traffic Tunnel, then make your way to the antenna at Pilgrim's Peak. His backpack has the note you need, and that's the piece to hand over to Tian Wen once you're safely out.

Spaceport objectives

The Spaceport pair is more relaxed if you keep moving and don't get distracted by side fights. Dust on the Wires begins at the eastern supply station, where you use the field radio before heading toward the Maintenance Hangar tower to collect the Recon Patrol note. It's pretty straightforward, though players love roaming that side of the map, so keep your ears open. Waking the Grid is even easier because extraction isn't tied to the objective itself. Ride up to the west observation tower and trigger the sensors, activate the security center in the Departure Building, then cut the wires in the Arrival Building. That's it. No awkward item carrying, no painful handoff, just clean interaction points and out.

Combat-heavy cleanup

The last two are the ones people usually leave for later. Test Case is manageable if you treat it like background progress: kill Hornets, Fireballs, and Fireflies for Apollo, then shove the drops into your secure slot the second they appear so you don't lose them in a random ambush. Settled in Full is a different beast. Pulling a cell from a Bastion sounds simple on paper, but in practice it's rough, especially solo. Bring someone with you, take weapons that actually punch through armour, and don't be shy with grenades. I've seen the best chances around Loading Bay and Marano Park, though it still depends on how active the lobby is. Mix these dailies into normal farming runs instead of forcing all nine at once, and if you're already planning an ARC Raiders Coins buy for the longer grind ahead, you'll get the map knowledge and the mission progress at the same time.