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U4GM Where to Find Prescription of the Past Records ARC Raiders

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发表于 3 天前 | 显示全部楼层 |阅读模式
After you clear "A Warm Place to Rest," Lance throws you into "Prescription of the Past," and it's one of those tasks that sounds easy until you remember where it happens. If you're trying to keep your kit light, it helps to have a plan for what you'll actually do once you're inside, and checking ARC Raiders Items beforehand can nudge your loadout in the right direction without overthinking it. You're not hauling anything out this time, which takes the edge off, but the Spaceport doesn't care—people still hunt there like it's payday.

The Departure Building sits near the middle of Spaceport and it's hard to miss, looming west of the Launch Towers. The tricky bit is the approach. Most runs, the open ground is where things go wrong, because you're visible for ages and machines love a clean line of sight. I usually skirt the outer lanes, listen for the telltale mechanical chatter, then cut across in one committed sprint. Don't dawdle in the plazas. If you see another squad angle toward the same entrance, it's often safer to let them go first and tail the noise than to race them to the door.

Once you're inside, it turns into tight hallways, odd corners, and those little dead-end rooms that feel designed for ambushes. You need the second floor, and yes, the stairs are the simplest route, but they're also the place people love to post up. If you hear footsteps above you, stop and wait a beat; a lot of players can't resist peeking. There are other ways up—roof access, lift shafts, side routes—depending on how the match spawns and what's already fighting nearby. Head toward the northwest side of the floor and watch for green medical cross markings on walls and signs; they're subtle, but they do steer you if you keep your eyes up.

The objective isn't a loot pickup. You're looking for the interaction prompt on medical records laid out on a desk, usually beside a lamp or terminal. When you start the interaction, you're locked in for a moment, and if you flinch, move, or take a hit, it cancels and you're doing it again. That's the whole drama: standing still in a place where nobody plays nice. Clear the immediate angles first, shut a door if it buys you two seconds, and don't be afraid to bait sound—some players will chase a fake fight and give you a clean window. The second the progress finishes, the quest updates, and that's what matters, even if you get dropped on the way out.

Since extraction isn't required for completion, plenty of folks run this on a free or bare-bones setup and treat it like a fast, disposable raid. Bring enough healing to survive one messy hallway, but don't bring your pride. If you make it work, Lance pays out with a Heavy Shield, Tactical Mk. 3 Healing gear, and Adrenaline Shots, which can immediately fund the next few risky tasks. And if you'd rather spend your time raiding than shopping menus, a lot of players use U4GM to pick up game currency or items quickly so they can re-gear and jump straight back into the Spaceport loop without missing a beat.

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