U4GM's Arc Raiders Guide to Phantom Targets

Avant de poster un message, merci de consulter la Charte de Contact ainsi que la Charte du forum

Modérateur : Contact - Equipe de modération

luissuraez798
Messages : 4
Inscription : 07 août 2026 10:04

U4GM's Arc Raiders Guide to Phantom Targets

Message par luissuraez798 »

Phantom Targets asks you to fight Arc Raiders differently, and that is exactly why Part 1 feels better than another routine loot checklist. The live content covers three stages built around antennas, ARC parts, and specific damage types, so your ARC Raiders Items matter less as a pile of loot than as a planned raid kit. You can finish objectives faster by deciding what each deployment is meant to accomplish before leaving the lobby.

Start With the Antennas

Stage 1 requires three antenna upgrades on Cargo Elevators in Riven Tides, Spaceport, and Dam Battlegrounds. Dam is my preferred opening map because the elevator routes are easier to read and several objectives can fit into one run, though the exact result depends on access, enemy pressure, and other Raiders. Climb onto each elevator, find the antenna near the platform edge, and complete one interaction; repeating the prompt does not add extra progress.

Stage 2 Is an Inventory Problem

The second stage wants 50 damage from Pop Triggers, 500 from Wasp Drivers, and 1,000 from Leaper Pulse Units. That sounds like a combat task, but the real test starts before extraction: you need room to carry the parts and enough control gear to create safe firing windows. Pops appear around Stella Montis and inside Buried City buildings, Wasps can be located with Snitches or Snitch Scanners, and Leapers are useful targets around Water Treatment and Red Lakes in Dam Battlegrounds.

Collect more than one required ARC part when the area is calm.
Use Showstoppers to pause dangerous machines before firing.
Fight near cover instead of testing parts in open ground.
Extract after solid progress rather than chasing a perfect raid.

Pick the Right Target, Not the Nearest One

ARC parts have awkward timing, and a moving target can turn expensive ammunition into zero progress. Stationary machines such as Bombardiers offer more predictable openings, while a Leaper usually demands patience and repeated attempts. From what I've seen, the best setup is to damage a target only after it commits to an attack animation, gets distracted by another threat, or enters a narrow approach where its movement is easier to read.

Stage 3 Rewards Flexible Loadouts

Stage 3 splits progress across 1,500 fire damage, three eligible ARC kills with energy weapons, and 20 flying ARC kills with launcher ammunition. Fire options include Blaze Grenades, Fireflies, Fireball Burners, and Flame Sprays, with larger machines generally giving you better value per item. The energy kills must be against Bastions, Leapers, Vaporizers, or Rocketeers, while smaller flying units are usually the cleanest launcher targets. The table below gives each task a practical raid focus.

Task Useful approach Main risk
Fire damage Burn durable ARC targets from cover Wasting items on fast units
Energy kills Confirm eligible targets first Losing a valuable weapon
Launcher kills Shoot flying ARC on committed paths Missing costly rounds

My Better Raid Split

Do not force every objective into one deployment. Run Dam Battlegrounds with a light loadout for antennas, then use ordinary exploration to gather Pop Triggers, Wasp Drivers, and Leaper Pulse Units. A dedicated Stage 2 raid should carry control equipment and spare inventory slots, while Stage 3 deserves a modular build with one fire option, one suitable energy weapon, and a launcher. Players checking ARC Raiders BluePrints for sale should still match any planned gear to the listed targets rather than buying or carrying items without a clear purpose.

What Changes on August 18

Part 2 is scheduled with update 1.42 on August 18, 2026, alongside the wider Phantom Targets event. Until then, Part 1 is useful preparation for the same style of play: watch ARC behavior, manage your inventory around a specific task, and leave once the raid has paid out. I could be wrong but, from my runs, partial progress with a safe extraction beats one overloaded attempt that collapses during the last fight.

Welcome to U4GM, your handy stop for Arc Raiders tips and practical Phantom Targets guidance. Need help with antenna runs, ARC parts, fire damage, energy weapons, or launcher kills? Check https://www.u4gm.com/arc-raiders/items for useful item options, then head back into the raid with a clearer plan. Play smart, extract safely, and make every run count.
Répondre