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U4GM Where to Find Prescription of the Past Records ARC Raiders

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发表于 2026-2-7 15:02:56 | 显示全部楼层 |阅读模式
Coming off "A Warm Place to Rest," Lance's next ask in ARC Raiders sounds simple on paper, and that's how it gets you: "Prescription of the Past" is basically "go look at some paperwork." Still, the moment it sends you into Spaceport, it stops being chill. I usually prep like it's a real run anyway, even if I'm only chasing progress, because one bad peek in the open and you're done. If you're the kind of player who likes to plan a loadout around the objective, it helps to think in terms of ARC Raiders Items that keep you moving and alive, not stuff that looks impressive in your stash.

The Departure Building is hard to miss. It's huge, it sits close to the middle of Spaceport, and it pulls trouble like a magnet. The hard part is crossing the approaches without giving ARC machines a clean angle, or getting clipped by a player who's just waiting for footsteps. I tend to hug the edges, use cover like I'm being stingy with my stamina, then commit to a sprint when there's no other option. Don't overthink it, but don't stroll either. If you hesitate in the wrong patch of open ground, you'll feel it.

Once you're inside, the vibe flips. Tight corridors, lots of lines of sight that aren't obvious until you're already in them. You need the second floor, and the stairs are the straightforward play, but they're also the obvious play. People camp them. You'll hear it too: a little shuffle, a pause, then silence like someone's holding their breath. If it feels wrong, try a different route up, even if it takes longer. You're aiming for the northwest section, and the building actually does you a favour here—watch for green medical cross markings and follow them like breadcrumbs until you're near the exam area.

This is the part that catches people. You're not grabbing a "quest item" to extract with. You're looking for an interact prompt on a desk with medical records, often next to a lamp or a terminal. When you start the interaction, you're locked in for a moment. If you get bumped, panic-move, or catch a round and the animation cancels, you're doing it again. So clear the room like you mean it. Close angles, listen, then commit. The second the bar completes, the quest updates and you're free—no extraction requirement, which feels like the game throwing you a tiny bone.

Because you don't have to make it out, plenty of players run this on a free kit and treat it like a disposable sprint. That's not "cheap," it's smart. You're paying with time, not loot. If you do survive, Lance's reward is nice: a Heavy Shield, Tactical Mk. 3 healing gear, and Adrenaline Shots. But the real win is getting it off your task list without donating your best equipment to some turret or a duo holding a hallway. If you want to kit up after, fine—just keep your eye on what you're chasing and use ARC Raiders Items for sale that fit that job instead of loading in like it's a highlight reel.

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