Spaceport can feel oddly calm right before it turns ugly, and that's why “A Wrench in the Works” sticks with a lot of ARC Raiders players. Celeste isn't sending you on some grand treasure hunt here. She's asking you to check signs of sabotage, unrest, and quiet panic inside the Exodus workforce. It's a job you can knock out without dragging your best kit along, which is handy if you'd rather save your stronger weapons and ARC Raiders Items for a run where extraction actually matters.
Finding the bus near the western gate
The first part sends you toward the western gate checkpoint on Spaceport. You're looking for a bus parked close to the gate, not tucked away in some hidden corner. That sounds easy, and it is, until you remember how many players cut through that area. ARC patrols can wander in at the worst time too. Don't stand outside checking your map for ages. Get eyes on the bus, listen for movement, then climb into the driver's seat. The interaction prompt should appear around the dashboard area. Hit it and leave. Seriously, don't admire the upholstery. People get dropped here because they treat the step like a safe-room objective.
Moving toward the Water Towers
Once the bus check is done, the mission pulls you across to the Water Towers. This is where the pace changes a bit. You're not just walking up to a marked crate and pressing a button. The area has more height to it, more angles, and more places where someone can catch you moving carelessly. The tower you want is the northern one in the group. If you're unsure, take a second from cover and line yourself up before pushing in. It's better than climbing the wrong structure and making noise for no reason. A light loadout works well here, because you'll want to move quickly rather than fight every problem on the way.
Checking the sabotage stash
Inside the northern tower, you'll need to work through the platforms and look for the hidden supply spot tied to the sabotage plot. It's not a huge maze, but it can feel awkward if you're rushing or getting pressured from outside. Keep your camera moving. Watch the openings. If you hear another squad nearby, let them pass unless they've clearly seen you. The important prompt is the terminal action to transmit the location. Once you send that information, Celeste has what she needs. The mission progress locks in right there, which takes a lot of pressure off your shoulders.
Why this quest is good for a cheap run
The nicest thing about this mission is that extraction isn't required after the transmission. You can still try to leave with whatever you picked up, of course, but the quest itself is safe once the final prompt is done. That makes it a smart budget run, especially if you're low on gear or just don't fancy gambling a full setup in Spaceport traffic. Back at base, Celeste pays out with useful crafting supplies, including Rare Material, along with a cosmetic colour variant. It's a small mission, but it gives the map a bit more life and makes the trouble inside the Exodus feel less like background noise.
