"Straight Record" is the sort of job Celeste sends you on when she wants to see if you'll actually listen. It pops up after Broken Monument, and it's all about an old First Wave EMP trap that other Raiders have been messing with. If you're planning your kit, it helps to think in terms of ARC Raiders Items you can afford to risk, because this run can go clean or go loud in seconds.
Prep like you mean it
You're given binoculars and a defib, which is the game's way of saying: somebody's probably going down. I'd go light. Silenced primary, a sidearm you trust, and armour that won't slow you to a crawl. The Dam Battlegrounds are full of stuff that reacts to noise fast, and once drones and wasps start stacking on you, it's hard to get back to "quiet" again. Bring a couple of quick heals, keep stamina up, and don't pack your bag with junk before you even touch the objective.
Getting to Victory Ridge without feeding the map
Drop in and aim for Victory Ridge, sitting between West Broken Bridge and Ruby Residence. If you're coming from the south, stick to the ridgeline and use the rocks as cover. Crossing open ground is where most runs die. You're looking for a thin metal pole with a round antenna at the top, planted in a rough patch with cacti and scattered pines. When you spot it, don't run straight in. Stop, glass the area, and listen for patrol loops.
Three switches, one clean route
The trap won't shut down from the main pole alone. You need to kill three power switches first, and the fastest way is a simple loop that avoids backtracking. 1) Head north to a rocky rise where a yellow-lit box stands out against the stone. Flip it and move. 2) Push east to the ruins and climb to the second floor near the red graffiti wall; there's usually a beam you'll have to shuffle across, so don't sprint and overshoot. 3) Then swing south, following the thick power cable until it leads you to a wire junction and the last switch. Once it's off, cut back to the main pole, interact, and you'll get the sparks and the dead hum that confirm it's done.
Loot, extract, and don't get greedy
The mission payout is worth the sweat: Medium Gun Parts and Advanced Mechanical Components that actually move your upgrades forward. If your pockets still have room, you can poke into Generator Hall nearby, but treat it like a bonus, not the plan. People linger there, and the AI loves to punish anyone who stays too long after an objective. Keep your path tight, stay on crouch when you can, and if you're gearing up for more runs later, it doesn't hurt to know where to buy ARC Raiders weapons so you're not stuck rebuilding from scraps after a bad exit.