
ARC Raiders Scrappy Feeding Boost Guide
New guide: hit 70k points in a single Oldtown run by stacking ARC damage, vaporizer kills, and wasp hits. Full Jupiter strategy and spawn cycling brea
This week's Trial is Damage ARC Enemies in Oldtown, and it is exactly as thrilling as it sounds: you go to a specific part of the map and shoot robots until a number gets big enough to justify your existence. Congratulations. You are a productive member of society. This ARC Raiders damage arc enemies Oldtown guide exists because, apparently, just shooting things isn't self-explanatory for everyone.
The beautiful, deranged trick here is that this Trial overlaps almost perfectly with two others: Damage Vaporizers and Damage Wasps. All three happen in Oldtown, all three count toward your score, and all three reward the precise brand of paranoid patience that this game seems to think everyone finds fun. They do not. But they do find 70,000 points fun, and that is the real goal.
|
Category |
Value |
|
Damage ARC Oldtown |
35k |
|
Damage Vaporizers |
28k |
|
Damage Wasps |
6k |
|
Total Triple Dip |
~70k |
Those numbers come from a real run with limited resources: no Wolf Packs, 29 rounds of Jupiter ammo, one player encounter that went poorly, and a complete absence of medkits at the worst possible moment. Higher is absolutely achievable. It is achievable and it will not happen to you the first time, so manage your expectations accordingly.
Points only count if you extract safely. Die with 80,000 points and you walk away with zero. The ARC are not issuing posthumous trial completions. Plan accordingly, or don't: but don't come back here complaining.

The best loadout ARC Raiders Oldtown trials is built around one simple principle: maximize energy ammo efficiency while ensuring you have enough firepower to not die to a Rocketeer standing in a doorway while you're trying to juggle three Trial objectives simultaneously. Good luck with that last part.
Bring two. You will burn through the first one faster than seems reasonable, especially once the shield drama starts. Pre-charge shots while the shield is up to not waste a single second of the damage window. One clean shot to the core registers a critical hit noise and lands around 300 damage.
Wasps, Assessors, that Rocketeer who wandered in uninvited, and the player who decided your Trial run looked more interesting than their own. Not the cleanest weapon for heavy ARC, but it covers your gaps and wasps die fast enough that you won't complain.
Wait for the energy shield to drop before throwing one. Throwing grenades while the shield is up is an expensive way to do nothing. Wolf Packs would significantly improve score output: not having them is survivable, having them is the difference between 70k and higher.
For when things get awkward. And they will get awkward. Don't pop it at the first sign of trouble: save it for the moment a Rocketeer finds your building, another player finds your face, and a Vaporizer finds your window simultaneously.
|
Item |
Priority |
Why |
Without It |
|
Jupiter Sniper x2 |
Critical |
Energy damage on Vaporizer core, 300+ crit per shot |
You're tickling the thing with a feather |
|
Wolf Pack Grenades |
Recommended |
Burst damage when shield drops, score multiplier |
Survivable, but your score will be humble |
|
Meds / Bandages |
Critical |
Staying alive across a full match |
Exciting last 5 minutes, zero score |
|
Photoelectric Cloak |
Recommended |
Repositioning, escaping players, buying time |
Use a wall and prayer instead |
|
Renegade or Anvil IV |
Useful |
Wasps, Assessors, general ARC cleanup |
Lose some Wasp score, not the end |
|
Zip Lines |
Useful |
Baiting Vaporizers into Oldtown from other areas |
Work with whatever spawns locally |
Understanding how to spawn more Assessors ARC Raiders is the single highest-leverage thing in this entire guide, and it requires doing something that feels wrong: not killing the Surveyors.
Surveyors are the drone units that wander Oldtown and occasionally make your life difficult. Most players' instinct is to eliminate them immediately. That instinct is wrong, expensive, and working against your Trial score in three separate ways. Here is what you do instead:
Other players will try to kill your Surveyors. Some of them are farming Assessors too. Some of them are just hostile by nature. The ones who know what they're doing will leave the Surveyors alone. The ones who don't will ruin your spawn chain and then run away. This is life in Oldtown.
The Vaporizer was added in the Flashpoint update and it is best described as a Rocketeer that went to the gym, took a laser pointer, and developed a genuine personal vendetta against anyone trying to do a Trial. The ARC Raiders vaporizer core critical hit location and damage strategy are the core of this guide, so pay attention.
The Vaporizer has a primary laser beam attack and an occasional long-range sniper shot. The laser beam is the relevant one for your purposes because it always lasts the same amount of time. Every single time. This is not a random duration. This is a fixed window. You can set a clock to it. And once it ends, you have an opening to peek out and fire.
The ARC Raiders Jupiter weapon vaporizer damage strategy works precisely because of this predictability. The Vaporizer fires its laser, the laser runs its fixed duration, the laser stops, you peek and fire your Jupiter, you retreat before the next attack begins. The Vaporizer barely has time to react. Repeat until it is dead or your ammo is gone: whichever comes first, which with poor crit accuracy will absolutely be the ammo.
While the Vaporizer is aerial, aim for the core dead center beneath the chassis: it is the glowing target on the underside. A clean hit produces an audible critical hit sound and deals approximately 300 damage per Jupiter round. Hitting body mass instead of the core wastes the shot and your patience. The top of the chassis also has a secondary crit point. Use both angles depending on your position.
|
Target Zone |
Damage Type |
Approx Damage |
Accessibility |
|
Belly Core |
Critical Hit |
~300 per Jupiter shot |
Window angles, low floors |
|
Top Chassis |
Critical Hit |
Variable |
Upper floors, elevated position |
|
Body Mass (armored) |
Normal |
Low: waste of ammo |
Everywhere: irrelevant |
|
Shield (active) |
Zero |
0 |
Stop. Wait. Try again. |
When dealing with ARC Raiders damage wasps and vaporizers Oldtown simultaneously, remember that wasps do not require the same level of precision. Shoot wasps in the center mass, not the propellers, to maximize damage output per bullet and keep your score ticking while you wait for the Vaporizer's attack cycle to give you an opening.

The ARC Raiders Oldtown window peeking strategy is not a clever trick. It is the only reason you survive this encounter without emptying your entire inventory into a cloud of laser fire. Choose a building with two windows facing different angles toward the Vaporizer's patrol path. This is not optional. A building with one window means the Vaporizer targets that window exclusively and you are eventually set on fire while trapped in a corner. Choose better real estate.
Pick a building with a wall behind you. When you retreat from the window, you want hard cover, not an open corridor where a Rocketeer is casually waiting. Check your exits before you commit to a position. Oldtown buildings are not known for their structural hospitality.
The Rocketeer is not the primary target of this Trial. It is, however, the primary way this Trial goes sideways and leaves you crouching in a burning building with no meds, watching your score evaporate. Dealing with Rocketeers ARC Raiders building combat is something you need to address immediately, not eventually.
When a Rocketeer identifies your building and starts finding angles, everything changes. The Vaporizer is actually the more predictable threat inside a building: its laser always fires the same way. A Rocketeer firing rockets through windows and doorways at range is harder to read, harder to avoid, and will absolutely ruin a run that was otherwise going well. The combination of a Vaporizer at the window and a Rocketeer in the doorway and another player on the staircase is how Trial runs die before extract.
Rocketeers have strong angles from below and across open streets. If one finds your position and you are deep into a Vaporizer fight, you are managing two timers simultaneously. There is no good answer: there is only the less catastrophic one. That answer is usually: kill the Rocketeer first.
The only thing better than doing one Trial well is doing three Trials at the same time while pretending you planned it this way. To maximize score ARC Raiders triple dip trials, all three objectives: Damage ARC Enemies in Oldtown, Damage Vaporizers, and Damage Wasps: share enough overlap in Oldtown during Close Scrutiny that a single focused run covers all three. This is the intended loop and it works.
This is the only condition that spawns Vaporizers. No Close Scrutiny, no Vaporizers, no triple dip. Check your event timer before queuing. Showing up to a map without the right modifier is a time investment in failure.
Every second spent not shooting ARC is a second of score not accumulating. Find a two-window building with Vaporizer sightlines, settle in, and start the cycle immediately.
More Assessors mean more ARC activity, which feeds the Damage ARC Enemies in Oldtown counter while Vaporizers guard the Assessors and Wasps patrol the area above. All three categories benefit from high Assessor density.
Every crit on the Vaporizer counts toward both the Vaporizer trial and the general ARC damage trial. Shoot wasps with your secondary between Vaporizer windows. Do not use Jupiter on Wasps: that ammo is too valuable.
Your Jupiter supply is finite and the match is long. Every dead Vaporizer is potentially more Jupiter ammo. Do not let it sit there while you admire the view. Collect, reload, continue.
Five minutes left is not enough to squeeze in one more Vaporizer if you have no meds and a Rocketeer nearby. Know when the run is over. The ARC Raiders 70k points trial run Oldtown score is achievable: dying at 69k and extracting with 0 is not the outcome you want.
|
Action |
Counts Toward |
Priority |
Notes |
|
Jupiter crit on Vaporizer core |
Vaporizer Trial + ARC Oldtown Trial |
Maximum |
~300 damage, counts twice |
|
Shooting Wasps (center mass) |
Wasp Trial + ARC Oldtown Trial |
High |
Use secondary between windows |
|
Killing Assessors |
ARC Oldtown Trial |
High |
Respawn, keep cycle going |
|
Killing Rocketeers |
ARC Oldtown Trial |
Situational |
Kill only when they threaten your position |
|
Wolf Pack on Vaporizer (shield down) |
Vaporizer Trial + ARC Oldtown Trial |
Maximum |
Only when shield is down, not before |
The ARC Raiders 70k points trial run Oldtown target is real, repeatable, and requires none of the panic that characterized the run it came from. That run involved a player encounter, no Wolf Packs, a Rocketeer in the worst possible location, running out of meds, and a friendly stranger handing over their last bandage before extract. It still hit nearly 70k. Better preparation consistently gets higher.
The breakdown in a standard run looks like this: approximately 35k from the Damage ARC Enemies in Oldtown counter, 28k from Damage Vaporizers, and 6k from Damage Wasps. The Wasp number is the one with the most room to grow: it was actively neglected in the reference run because the Vaporizer situation became demanding. If you have Snitch Scanners or simply hit more Wasps between Vaporizer windows, that number climbs without significantly changing your strategy.

New guide: hit 70k points in a single Oldtown run by stacking ARC damage, vaporizer kills, and wasp hits. Full Jupiter strategy and spawn cycling brea

New guide: hit 70k points in a single Oldtown run by stacking ARC damage, vaporizer kills, and wasp hits. Full Jupiter strategy and spawn cycling brea

New guide: hit 70k points in a single Oldtown run by stacking ARC damage, vaporizer kills, and wasp hits. Full Jupiter strategy and spawn cycling brea

New guide: hit 70k points in a single Oldtown run by stacking ARC damage, vaporizer kills, and wasp hits. Full Jupiter strategy and spawn cycling brea

No, but without it there are no Vaporizers and the triple dip becomes a single dip. Generic ARC enemies in Oldtown still count: it is just slower and significantly less interesting.
Center of the underside chassis: the glowing core. A hit there produces an audible crit sound and deals roughly 300 damage with a Jupiter round.
An aggroed live Surveyor calls in Assessors continuously and stays in your area. A dead Surveyor contributes nothing and ends your spawn chain immediately.
You can reach 4,000 points for three stars with free gear. Above that, the Jupiter and Wolf Packs are not optional: they are what makes high scores achievable.
Strip its rotors to ground it, then hit the exposed belly core with Wolf Packs the moment the shield drops. That is maximum burst damage in the shortest window.


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