How to Complete Out of the Shadows in ARC Raiders — Safe Spots & No-Grenade Strategies
This guide gives a complete, playable, and original walkthrough for the Out of the Shadows quest in ARC Raiders, focused on defeating the Rocketeer without using grenades or launchers. It covers objectives, recommended builds, positioning and movement, enemy waves, boss mechanics, stage-by-stage tactics, team roles, and a practical FAQ. Use this as a step-by-step reference to clear the quest reliably, whether you’re soloing or running with a full squad.
What this guide covers
Clear objectives and success conditions for Out of the Shadows
Safe routes and spawn awareness for completing the quest without explosives
Recommended weapon, augment, and driver loadouts for no-grenade/no-launcher runs
Stepwise walkthrough of every encounter and the Rocketeer fight with positioning maps and timing windows
Team role breakdown and solo/duo adjustments
Advanced tips to shave time, reduce deaths, and secure mission rewards
Frequently asked questions with concise answers
Why play this no-grenade/no-launcher way
Many servers or community challenges restrict explosive use to increase difficulty or fairness.
Playing without area explosives forces cleaner aim, smarter positioning, and better use of gunplay and utility.
Completing the quest this way improves skill on single-target DPS and evasion under pressure while keeping runs repeatable and steady for farming.
Before you begin: quest objectives and expected rewards
Objective summary: Clear the mission area, complete optional secondary tasks (if present on the map), and defeat the Rocketeer Driver to finish the quest. Rewards include XP, currency, and gear drops appropriate to mission tier.
Time and failure conditions: If the team wipes or the mission timer runs out (if applicable), extraction fails. Prioritize staying alive and picking optimal disengage windows over reckless damage windows.
Core strategy (high-level)
Prioritize consistent single-target DPS and clean movement. Without grenades or launchers, aim for long-range suppression and short bursts from cover.
Use utility (movement augments, shields, debuffs) to mitigate elite attacks.
Control the flow of enemy waves — don’t get flanked or pinned by swarms. Use choke points and verticality to separate threats.
Learn the Rocketeer’s attack patterns and punish recovery windows rather than trying to tank or out DPS heavy rocket salvoes.
Recommended drivers and why
Choose a driver that synergizes with long-range sustained fire, mobility, or team support.
Vanguard-type drivers (tank-support hybrid): Great for absorbing damage and peeling enemies during Rocketeer casts. Pick shield augments and short cooldown damage mitigation.
Recon or sniper-oriented drivers: Offer critical single-target DPS, ideal for precise Rocketeer takedowns. Focus on headshot boosts and aim stability augments.
Utility/support drivers: If you run duo or squad, a dedicated utility driver who brings healing or debuffing tools helps extend fights without explosives.
Suggested driver features (prioritize these stats):
Headshot/precision damage bonuses
Aim stability or recoil control augments
Mobility (dash, short burst speed) to reposition in boss phases
Shielding or repair for team sustain in sustained no-explosive fights
Weapons and augment choices (no grenades/no launchers)
Best weapon archetypes for this challenge:
Assault rifles with sustained accuracy — reliable DPS while moving.
Marksman/sniper rifles for long-range picks and high burst on Rocketeer windows.
SMGs for close-range cleanups when the Rocketeer or adds close in.
Recommended augments:
Precision / headshot damage (boosts single-target efficiency)
Stability / recoil control (helps maintain DPS while strafing)
Movement speed or dash cooldown reduction (improves survivability)
Shield regen or repair speed for longer engagements
Utility choices:
Deployable turrets that do single-target damage or draw aggro (non-explosive).
Mines are excluded if they count as explosives; use trap type utilities only if the game designates them non-explosive and allowed.
Holograms or decoys that redirect enemy fire.
Loadout examples (roles):
DPS Driver: Marksman rifle; augment: headshot damage; utility: deployable damage drone.
Support Driver: AR with mid-range attachments; augment: shield regen; utility: deployable barrier.
Mobile/Roamer: SMG; augment: dash cooldown reduction; utility: proximity decoy.
Pre-mission checklist
Confirm grenades and launchers are unequipped and that your utility items are non-explosive.
Squad check: ensure one player is focused on add control (crowd CC or turret), one on single-target DPS, and one on support if running three.
Loadout: equip precision attachments and mobility augments.
Communication: assign primary callouts — “Rocketeer flash incoming”, “front left add”, and “fall back”.
Map and route basics
Spawn to staging area: move to high ground first to scout spawns and plan choke points.
Optimal choke points: narrow corridors with sightlines that let your team concentrate fire.
Flanking routes: keep one path clear for quick retreat; never block both exits.
Extraction path: know the fastest extraction route — it’s your safety valve if the fight goes wrong.
Stage 1 — approach and wave control
Setup and initial movement
Move as a unit to the first objective, using cover and hugging walls. Avoid open-field exposure where ranged add spawns can surround you.
One player (typically support) leads with a deployable that draws initial aggro while DPS picks off the nearest add.
Wave handling without explosives
Use focus-fire: call out target numbers and eliminate enemies one by one. Single out shielded or armor units first to reduce incoming damage sources.
Use short peeks from cover and punish reload windows — suppressive fire works even without explosive area denial.
Avoid clustering together; splitting into two sightline positions reduces the chance of simultaneous hits from heavy enemies.
When to reposition
If a heavy elite is closing in or the Rocketeer appears in the sky, pull back to previous cover and kite — lateral movement makes it harder for the Rocketeer to lock on.
Stage 2 — mid-mission objective and miniboss skirmishes
Handling shields and armor
Swap to armor-piercing rounds or precision shots for shielded units. Aim for weak points exposed when they attack or reload.
Use sustained suppression rather than frantic burst — consistent damage prevents heals and revives from being wasted.
Miniboss priority list
Healers or buffer adds first (they extend fights).
Heavy turret or artillery units second (they give bosses more uptime).
Standard damage dealers last, as they’re easiest to peel.
Tactical spacing
Maintain 10–15 meters spread when facing multiple direction spawns. This prevents simultaneous downing from a single incoming volley and makes it easier to revive teammates safely.
Stage 3 — preparing for the Rocketeer Driver encounter
Final positioning and cooldown management
Reset your cooldowns and utility. If safe, allow the team to restock ammo packs if available.
Move to the arena’s most defensible position: a location with partial cover, at least two exit routes, and a vertical advantage if possible.
Call for the driver who will handle aggressive movement or peel, and decide who will attempt high-damage windows (typically the marksman role).
Ammo and repair tips
If you have limited repair packs, use them before the boss engages to reduce panic heals mid-fight.
Distribute ammo so that high-damage dealers don’t run out during the boss phase.
The Rocketeer Driver — behavior and attack patterns
Movement patterns: Rocketeer circles at altitude then drops to ground for a strafing run. It will often reposition vertically to line up rockets.
Major attacks: homing rocket salvos, ground stomp (if ground phase exists), and targeted flame bursts or high-explosive volleys (varies by patch).
Vulnerable windows: after rocket salvo and during reload animation; when landing or emerging from a dive. These windows are your highest-damage opportunities.
Key rule: Don’t try to tank the Rocketeer’s rocket salvo; instead, kite and punish the recovery frames.
Step-by-step Rocketeer fight strategy
Phase 1: Opening engagement
Start the fight with focused long-range fire. The Rocketeer will attempt a high-damage opening salvo.
Have one player trigger a utility (decoy, turret) to draw initial homing rockets away from the squad. Position the decoy behind the Rocketeer if possible.
Phase 2: Mid-fight positioning and rotations
Rotate between cover points. Use short dashes to avoid predictable strafes.
When the Rocketeer delays between salvos, sprint out and deliver concentrated headshot bursts. Maintain weapon control to avoid recoil compensation failure.
If the boss moves to ground phase, move to vertical cover (banks, columns) to avoid direct line-of-sight homing attacks.
Phase 3: Recovery punish windows
Focus all damage during the Rocketeer’s recovery frames after a salvo or after landing. This is when headshot multipliers and precision carry the most value.
One designated player should call “All-in” when the boss is vulnerable; everyone focuses the boss while the support keeps heals and shields ready.
Phase 4: Add management during boss phases
Adds will spawn to distract and overwhelm. Designate one player for add control using turrets or suppression while two players remain on the boss.
If overwhelmed, call for temporary disengage — run to a secondary cover point, heal, then re-engage in coordinated windows.
Phase 5: Final kill and extraction
As the Rocketeer nears death, don’t overcommit; enemies can use final-phase mechanics to wipe over-eager teams. Maintain spacing and finish with clean headshots.
Immediately move to extraction route after victory, clearing any residual adds on the way.
Team roles and responsibilities (practical)
DPS Lead: Focus single-target damage on the Rocketeer. Track boss animations and call for “All-in” windows.
Add Controller: Suppress or distract spawning adds using deployables or precision picks. Avoid wasting ammo on weak units.
Support/Anchor: Manage shields, heals, ammo distribution, and maintain team positioning. Watch for flank calls and keep players topped up.
Solo variants: If you’re soloing, reduce aggression and prioritize kiting. Use cover intelligently and bait single rocket salvos before committing to damage windows.
Common mistakes and how to avoid them
Mistake: Clustering in one cover spot. Fix: Use split-cover tactic; designate paired lanes to revive safely.
Mistake: Firing through windows without peeking; wasteful ammo and exposure. Fix: Use short peeks and controlled bursts.
Mistake: Failing to manage add spawns. Fix: Assign a dedicated add controller and clear minions quickly to preserve team health.
Mistake: Trying to tank the Rocketeer salvo. Fix: Kite and reposition; only take cover when the boss is reloading.
Advanced tips and micro-skills
Mastering the peek-and-fire rhythm: Time your peeks with the boss’s cue animations to maximize damage and reduce risk.
Sound cues: Rocketeer often telegraphs rocket volleys with audio and flight patterns. Use headphones and callouts to synchronize dodges.
Clip management: Save precision ammo for the boss and use AR bursts on adds. Conserve magazine space for final phases.
Troubleshooting common phases
If the Rocketeer is constantly locking on to your team: Deploy decoys or reposition vertically; break line of sight and spread out.
If adds overwhelm before boss windows: Shift two players temporarily to add control until the wave is cleared.
If you keep getting staggered by salvoes with no grenades: Use cover, slide-dash, or augment mobility cooldowns to interrupt incoming lock-on sequences.
Practice drills (training routine to master this fight)
Drill 1: Precision bursts — spend 10 minutes on target ranges to maintain headshot consistency under recoil.
Drill 2: Peek-and-dash routine — rehearse moving between two cover points on a 4-second cadence to simulate boss patterns.
Drill 3: Add control rotation — practice solo clear routes to identify which enemy types break formation fastest.
Example fight timeline (visualize an average run)
00:00–02:00 — Approach and clear wave one using focused fire.
02:00–04:30 — Mid-objective clears and armor/shield units dealt with; restock.
04:30–06:00 — Position for boss; cooldowns ready.
06:00–09:00 — Rocketeer engage; three major salvo cycles, each followed by a 15–25 second punish window.
09:00–09:30 — Kill and extraction.
Quick checklist for a successful run
Team composition ready: DPS, add-control, support.
Grenades and launchers removed from loadouts.
Precision augments and mobility upgrades equipped.
Assigned extraction route and fallback covers.
Revive/repair items distributed among the squad.
Loot, rewards, and farming tips
Optimize runs for speed and cleanliness: a steady no-grenade/no-launcher run yields consistent gear drops without the variance of explosive dependency.
If you’re farming a specific drop, keep runs tight and safe; a 1–2 minute time margin often separates a clean clear from a messy wipe.
Accessibility and solo-friendly adjustments
If you prefer soloing, choose a marksman driver build with higher survivability augments and slower, methodical positioning.
Use deployables that hold aggro long enough for you to reposition. Avoid fights with mixed vertical/ground mechanics if solo; practice vertical cover usage.
Frequently Asked Questions
What exactly counts as a grenade or launcher in this run
A grenade is any throwable or area explosive that causes AoE damage on impact. Launchers are weapons that fire explosive projectiles (rockets, grenades, or torpedoes). For this guide, exclude all abilities, weapons, or utilities labeled as explosive in the game.
Is this strategy viable for solo players
Yes. It’s slower and demands more skillful kiting and precision, but a marksman-oriented solo build with mobility augments can complete it reliably.
Can I use mines or traps
Only use traps or mines if the game classifies them as non-explosive or permitted in the no-explosive challenge. If they produce AoE explosive damage, they violate the rule and aren’t covered by this guide.
Which driver is best for beginners
A balanced Vanguard-style driver with shield regen and short mobility cooldowns is beginner-friendly, offering survivability and easier add control.
How many players are recommended
This quest is comfortable with a 2–3 player team: one primary DPS, one add controller, and one support. Solo runs are possible but take longer.
What if the boss escapes or resets
If the boss retreats or resets, fall back to previous cover, heal, and coordinate a clean re-engagement. Avoid chasing in open areas where additional spawns may flank you.
Do I need a specific weapon rarity or level
Higher rarity and level speed up the fight, but skill and positioning matter more than raw gear. Focus on attachments and augments that boost precision rather than raw explosive power.
Final checklist before you queue
Remove all prohibited explosives from loadouts.
Confirm team roles and callouts.
Load into the map and move as a unit to the first objective.
Keep cooldowns and resources tracked — don’t waste your big heals early.
Closing notes
This no-grenade/no-launcher version of Out of the Shadows rewards methodical play, clean aim, and strong teamwork. The Rocketeer Driver fight is a test of coordination: manage positioning, punish recovery windows, and control adds to turn a potentially chaotic encounter into a repeatable farming run. With the loadouts and tactics in this guide, you’ll be able to complete the quest consistently, earn rewards, and improve your ARC Raiders skills.
Timed mission route — Out of the Shadows (No Grenades/Launchers)
Quick overview: a tight, repeatable route that staggers wave control, positions the squad for safe boss windows, and preserves movement/utility for the Rocketeer engagement. Timings assume an average 3-player team moving steadily; adjust +/−30 seconds for smaller teams or slower pace. Use short, clear callouts and assign a primary navigator before spawn.
Legend and conventions
Times are cumulative from mission start (00:00).
Callouts are short labels you should use in-voice: Alpha, Bravo, Charlie, Rocketeer High, Rocketeer Low, Fallback.
Cover names are descriptive landmarks; treat them as map anchors rather than exact coordinates.
Utility timings show suggested moments to deploy non-explosive gadgets (turrets, decoys, barriers).
Assume movement speed with sprint-dash available; add 15–25s if your driver has slower mobility.
Timed route (stage-by-stage)
00:00 — Spawn to Staging (00:00–00:30)
Move as a unit to Alpha Overlook (high ground overlooking main corridor).
Actions: quick scan for immediate spawns; support drops a draw turret aiming at the corridor mouth at 00:25.
Callout: “Alpha ready” once turret active.
00:30 — Corridor Push and First Wave (00:30–02:00)
Advance to Bravo Choke (narrow corridor with side alcoves).
Position: DPS on the left sightline; Support on the right; Roamer behind cover to rotate.
Actions: focus-fire small adds; deploy barrier at 01:15 if overwhelmed.
Callouts: “Left clear”, “Right clear”, “Pull back Bravo” if flank spawns appear.
02:00 — Clear and Sweep to Mid Plaza (02:00–03:15)
Move to Charlie Plaza (open area with central pillar and two low walls).
Position: two players on opposite low walls; one behind pillar for vertical cover.
Actions: sweep for shielded units first; use 2–3 short peeks, then rotate to pillar.
Callouts: “Charlie sweep complete”.
03:15 — Optional Side Objective / Miniboss Prep (03:15–04:30)
If side objective present, assign Roamer to clear it while two hold Delta Overwatch (long sightline).
Utility: support uses repair pack at 03:50 to top off before boss prep.
Callouts: “Delta hold”, “Objective clear”.
04:30 — Move to Boss Arena Entry (04:30–05:00)
Advance to Echo Gate (entrance to boss arena). Pause and reset cooldowns.
Position: occupy two pillars inside arena, leave one exit route marked as Fallback to the south.
Actions: distribute ammo to DPS; confirm non-explosive utilities ready.
Callout: “Echo ready — go on my mark”.
05:00 — Pull Rocketeer (05:00–05:20)
One player uses a short-range lure (decoy/turret) to pull the Rocketeer into arena center without drawing extra spawns.
Position: everyone behind assigned pillar cover; do not cluster.
Callout: “Rocketeer engaged”.
05:20 — Phase 1 Boss Window (05:20–06:30)
Behavior: Rocketeer attempts initial rocket salvo. Kite laterally between Pillar A and Pillar B.
Actions: DPS takes two headshot bursts immediately after salvo (recommended at 05:35–05:45). Support holds shields, deploys decoy at 05:40 if lock-ons target squad.
Callouts: “All-in 05:35” (when boss recovery begins).
06:30 — Mid Boss Rotation and Add Control (06:30–07:30)
Adds spawn at arena edges; Add Controller moves to Edge Nook to peel while two keep boss focus.
Actions: deploy sustained turret at 06:40; rotate DPS to boss when add count ≤2.
Callouts: “Edge Nook” (for add attention), “Boss focus” (when ready).
07:30 — Phase 2 Punish Window (07:30–08:30)
Rocketeer lands for a short ground phase or heavy reload. Move to High Cover (raised platform near arena north).
Actions: Use this 15–25s window for concentrated headshot DPS (07:40–07:55). Roamer flanks to block spawn route.
Callouts: “High Cover — push” when safe to sprint, “Flank clear” if no adds.
08:30 — Final Phase and Cleanup (08:30–09:15)
Rocketeer ramps aggression; maintain spacing and call out salvo telegraphs. Rotate between Pillar A → High Cover → Fallback as boss locks on.
Actions: finish with controlled bursts; support keep one repair ready for last-second saves.
Callouts: “Finish window” (when boss health low), “Move Fallback” (if need extraction route).
09:15 — Extraction Run (09:15–End)
Clear residual adds along extraction lane; use Fallback route to avoid re-entering the arena main corridor.
Actions: one player sweeps ahead while others cover rear; quick revive if needed but prioritize moving to extraction.
Callout: “Extraction clear” and “Extracting now”.
Callout markers and short phrases
Alpha — Alpha Overlook (initial high ground)
Bravo — Bravo Choke (first corridor)
Charlie — Charlie Plaza (mid-area with pillar)
Delta — Delta Overwatch (long sightline before boss)
Echo — Echo Gate (boss arena entry)
Pillar A / Pillar B — Primary defensive pillars inside boss arena
High Cover — Raised platform for vertical protection during ground phase
Edge Nook — Spawn edge where adds funnel in (add controller zone)
Fallback — South exit lane and safe retreat route
Use the exact term (one word) in team voice for speed and clarity.
Exact cover positions and how to use them
Alpha Overlook (high ledge overlooking main corridor): stand on the ledge edge to gain early sightlines; aim turret to cover the corridor mouth so rockets/locks target turret instead of players. Best for scouting and initial agro drawing.
Bravo Choke (narrow corridor with left alcove): DPS to the left alcove; support to right alcove. Use the corner peek to bait heavy reloads. When pressured, step back to the small stair landing behind Bravo for vertical dodge.
Charlie Plaza (central pillar + two low walls): use pillar as mid-line cover for vertical dodges; low walls for short peeks. Best for split-fire positions to avoid simultaneous hits.
Delta Overwatch (long sightline before arena): position at far right of the shelf to pick off shielded units safely; avoid standing on the central rail where flanks can pin you.
Echo Gate (arena entry): stop here to reset; place a decoy behind the left wall so the Rocketeer’s initial pass targets the decoy.
Pillar A / Pillar B (arena pillars): rotate between these two for predictable lateral movement; don’t stay behind the same pillar for >8s to avoid lock-on patterns.
High Cover (raised platform north): jump/boost to this cover during ground phase; it blocks some line-of-sight rockets and grants a vertical advantage for headshots.
Edge Nook (spawn edges): place non-explosive turret at the nook entrance to pull adds into a funnel; best for add-control role.
Tactical note: when using any cover, always leave a clear sightline to teammates and at least one unblocked exit route for emergency kiting.
Utility timing and suggested commands
Deploy draw turret at 00:25 (Alpha) to soak opening salvo. Command: “Turret Alpha”
Use repair/regen at 03:50 (before boss prep) — call “Repair now”
Decoy behind Echo Gate at 05:00 when pulling boss — call “Decoy Echo”
Support barrier at 01:15 during first heavy spawn if you need to buy time — call “Barrier Bravo”
Final repair/reserve at 08:50 — call “Last repair ready”
Quick printable cheat sheet (one-line reminders)
Alpha → Bravo → Charlie → Delta → Echo.
Pillar A/B rotate; avoid clustering.
Deploy decoy at Echo to bait Rocketeer.
All-in on recovery windows: 05:35, 07:40.
Edge Nook = add control; High Cover = ground-phase safe.
Extraction via Fallback south route.
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