U4GM Review: Is Arc Raiders Phantom Targets Worth It

Wondering how to clear Phantom Targets in ARC Raiders? This hands-on guide covers Part 1 objectives, useful gear choices, and when it's smarter to extract.

U4GM Review: Is Arc Raiders Phantom Targets Worth It

Phantom Targets is not a normal "kill a few ARC machines and collect rewards" project. Part 1 asks you to repair antennas, turn enemy parts into weapons, and rotate through fire, energy, and launcher damage types, so your usual comfort loadout won't carry every stage. Before queueing up, check the ARC Raiders Items you already own, then build each raid around one clear job instead of trying to brute-force the whole project in a single deployment.

Stage 1 Is a Route Test

The opening objective is simple on paper: upgrade three antennas placed on Cargo Elevators. They appear in Riven Tides, Spaceport, and Dam Battlegrounds, but Dam Battlegrounds is the best starting point for a focused attempt because its elevator paths are easier to chain together. The interaction takes a moment, leaving you exposed on top of the platform, so scan rooftops and approach lanes before touching the antenna. From what I've seen, the biggest mistake is sprinting straight to the prompt and treating the objective as safer than it really is.

Carry a light, reliable loadout rather than your best endgame kit.
Check the elevator platform before starting the interaction.
Upgrade once, then leave instead of repeating the prompt.
Extract after solid progress if nearby player activity starts rising.

Stage 2 Turns Loot Into DPS

Stage 2 requires 50 damage with Pop Triggers, 500 with Wasp Drivers, and 1,000 with Leaper Pulse Units. Pops are common around Stella Montis and indoors in Buried City; Wasps can be found across the maps; Leapers are useful targets around Water Treatment and the Red Lakes area of Dam Battlegrounds. Collect parts during ordinary exploration instead of forcing a fight the moment you see one. Showstoppers are especially handy because a stunned ARC machine gives you a much cleaner window to land damage with an awkward part. Stationary targets such as Bombardiers can also make the timing less frustrating.

Stage 3 Rewards a Mixed Build

The last available stage asks for 1,500 fire damage, three eligible ARC kills with energy weapons, and 20 flying ARC kills using launcher ammunition. Fire items include Blaze Grenades, Fireflies, Fireball Burners, and Flame Sprays. For energy kills, only Bastions, Leapers, Vaporizers, and Rocketeers count, so identify the target before spending valuable ammo. Launcher rounds are best saved for smaller flying units that commit to a predictable attack path. The Aphelion, Dolabra, and Jupiter give you useful options, but don't bring all three unless the inventory cost makes sense for your plan.

Objective Best Practical Target Loadout Note
Fire damage Durable ARC machines Use fire while the target is occupied
Energy kills Listed ARC categories Confirm eligibility first
Launcher kills Small flying ARC Wait for a stable flight line

Build Raids Around One Progress Type

Trying to complete every requirement at once creates bad inventory decisions and messy fights. Use one antenna raid to secure Stage 1, then gather Pop Triggers, Wasp Drivers, and Leaper Pulse Units whenever a safe opportunity appears. A separate Stage 2 run should include control gear and spare inventory space, while Stage 3 benefits from one fire option, one eligible energy weapon, and a launcher. Players comparing supplies or planning purchases can also review the buy ARC Raiders Bp options before committing scarce equipment, rather than discovering halfway through a raid that the required tools are missing.

The Mistake Most Players Make

Phantom Targets tempts you to stay too long after completing a requirement. That is where a good run turns into a lost haul: you have already done the hard part, but continue chasing one more Wasp or Leaper while carrying unusual gear. Part 1 offers Combat Mk. 3 with the Aggressive effect, Heavy Shield, Vita Spray, 50 Raider Tokens, the Aphelion, Dolabra, Jupiter, Powered Descender, Horizontal Grip, and Snap Hook across its three stages. Secure those rewards steadily, and you'll be ready for Part 2, scheduled with update 1.42 on August 18, 2026.

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