
ARC Raiders Nomadic Envoys Guide
The Red Lakes trial is live. Two Leaper spawns, 1.1 pts per damage, and a Balcony Lift that stays open longest. Here's how to not waste the run.
The Damage ARC Enemies in the Red Lakes trial scores 1.1 points per damage point dealt to any ARC unit inside the Red Lakes zone on Dam Battlegrounds. That is the entire mechanic. There is no trick. The zone is in the southwest section of the map, straddling the floodgates. ARC that exist there when you shoot them count. ARC you pull into the zone from outside also count, because the game is not that specific about where the bullet originated.
This is not a damage arc enemies red lakes situation where you need a special build or a three-page macro. You need a weapon, the zone, and enemies inside it. The Leaper near the floodgates is your primary target. Two of them can spawn in the southwest Red Lakes area. Everything else in that zone is supplementary suffering.
Quick Summary Load into Dam Battlegrounds. Go to the Red Lakes zone (southwest, near floodgates). Kill Leapers. Kill everything else. Extract before dying. Congratulations.
The ARC Raiders weekly trial scoring system for this challenge rewards raw damage, not kills. A Leaper absorbs a lot of it before expiring, which is actually in your favor. The math: one full Leaper kill delivers roughly 1,760 score. Two Leapers plus a handful of small ARC clears 3,000 with room to spare. The trial rewards effort proportionally and punishes dying absolutely: score does not count if you don't extract.
|
ARC Type |
Approx. Score |
Red Lakes Spawn |
Priority |
|
Leaper |
~1,760 (full kill) |
Yes: 2 near floodgates |
HUNT FIRST |
|
Bombardier |
~900–1,100 |
Possible |
Free target |
|
Rocketeer |
~1,100 |
Occasional |
If present |
|
Tick / Wasp |
~100 |
Always |
Don't bother |
|
Turret / Surveyor |
~200 |
Occasional |
Padding only |
Small ARC exist in the Red Lakes zone in generous quantities. They are useless for score but will happily distract you while something larger removes your spine. Clear them if they're in the way. Otherwise, ignore.
The Red Lakes zone Dam Battlegrounds sits in the southwest portion of the map. The floodgate structure defines the eastern boundary of the zone. Two Leaper spawns are confirmed here: one along the floodgate wall, one patrolling the lakeside path. These are not guaranteed every raid, because the game enjoys reminding you that certainty is a lie, but they appear consistently enough to base a route on.
Do Not Sit on a corpse waiting for a respawn. That is the most documented way to waste 12 minutes and score 800 points. Leave the zone. Come back. Repeat.

This is the best loadout ARC Raiders trials for a damage-focused Red Lakes run. It is not complicated. The Anvil IV is your primary because fire rate matters against a Leaper that does not stop moving. The Hullcracker handles the core exposure phase. Eight well-placed Hullcracker rounds is the benchmark kill. Bring more than eight rounds: math has a way of going wrong mid-fight.
|
Category |
Item |
Tactical Note |
|
Primary |
Anvil IV |
Prioritize IV over I; do not accept the slower fire rate. |
|
Secondary |
Hullcracker |
Aim for top-center during the core exposure phase to maximize hit chance. |
|
Grenade |
Deadline Mine |
Deploy at aggro chokepoints near the floodgate path. |
|
Consumables |
Meds + Ammo |
Overprepare; Leapers will not respect your supply situation. |
|
Optional |
Snap Hook |
Use for Pipeline Tower access; it is faster than the stairs. |
|
Optional |
Jupiter / Osprey |
Coordinate Jupiter fire on Bombardiers for rapid squad clears. |
Free loadout is technically viable for the 3-star threshold, provided you accept that the Leaper does not care about your budget. A Deadline Mine placed at the Leaper's patrol chokepoint at the floodgate entrance compensates meaningfully for lower-tier weaponry. It won't save you from the shockwave at close range.
The ARC Raiders score multiplier trial events are the fastest legitimate way to inflate your leaderboard position. Night Raid conditions on Dam Battlegrounds increase ARC activity density across the map, including the Red Lakes zone. More ARC in the zone means more score per minute. The math is trivial. The execution is harder at night because visibility is worse and ARC are not slower.
The Electromagnetic Storm event is a workable alternative. It extends raid duration and adds ARC aggression. Check event timers before queuing. Loading into a flat daytime raid when a Night Raid was 20 minutes away is the kind of decision that defines a mediocre leaderboard position.
Event Priority Night Raid > Electromagnetic Storm > Any daytime modifier > Nothing. Queue accordingly.
For squad play, the ARC Raiders squad trial strategy splits cleanly: one player on Pipeline Tower maintaining sight over the Red Lakes, two players on the ground cycling kills. The Bombardier that cannot physically reach elevated positions is a free damage target for the tower player. Coordinate fire, do not waste time arguing over who gets the Leaper: there are two spawns.
The Leaper ARC Raiders weakpoints are the knee joints. Shoot them. The joint detonates, the core is exposed, and the Leaper staggers for approximately 8 seconds. That window is your DPS window. Eight Hullcracker rounds to the top of the exposed core is the kill benchmark under controlled conditions. Under actual conditions, with the Leaper moving and you possibly panicking, plan for twelve.
|
Enemy |
Weak Point |
Threat |
Notes |
|
Leaper |
Knee joints → core |
Shockwave jump: massive range |
Primary target. Prioritize always. |
|
Rocketeer |
Centre mass / thrusters |
Rockets curve through grates |
Reposition after every few shots. |
|
Bombardier |
Upper body |
Cannot reach elevated positions |
Free score from Pipeline Tower. |
|
Tick / Wasp |
Any |
Distraction |
Ignore unless directly in path. |
The Leaper spawn cycle Red Lakes resets only after you leave the area. This is not a tooltip: it is the most important routing fact in this guide. Stay in the zone grinding the same corpse and you will finish the raid with 1,700 score and a useful lesson about patience.

The Red Lakes trial is live. Two Leaper spawns, 1.1 pts per damage, and a Balcony Lift that stays open longest. Here's how to not waste the run.

The Red Lakes trial is live. Two Leaper spawns, 1.1 pts per damage, and a Balcony Lift that stays open longest. Here's how to not waste the run.

The Red Lakes trial is live. Two Leaper spawns, 1.1 pts per damage, and a Balcony Lift that stays open longest. Here's how to not waste the run.

Southwest section of Dam Battlegrounds, along the floodgates. The Red Lakes Balcony Lift extraction point marks the boundary.
Up to two: one near the floodgate wall, one patrolling the lakeside. Not guaranteed every raid. Respawn requires you to leave the zone.
Yes. A Deadline Mine at the Leaper patrol chokepoint compensates adequately. Expect slower clears and fewer second chances if you misplay.
No. The game does not issue posthumous receipts. Extract alive or your score does not exist. Plan the exit before you start farming.


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