ARC Raiders Damage ARC Enemies Oldtown Trial Guide
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ARC Raiders Damage ARC Enemies Oldtown Trial Guide

12 min read06 April 2026911

ARC Raiders Damage ARC Enemies Oldtown Trial Guide

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.

ARC Raiders Damage ARC Enemies Oldtown Trial Guide
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Best Loadout ARC Raiders Oldtown Trials

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.

Jupiter (x2)

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.

Renegade

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.

Wolf Pack Grenades

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.

Photoelectric Cloak

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

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How To Spawn More Assessors ARC Raiders

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:

  1. Aggro the Surveyor: do not kill it. Shoot near it, get close, make it angry. Once it enters alert mode, it stops wandering and stays in place. A stationary Surveyor in Oldtown is worth far more to you than a dead one.
  2. An alerted Surveyor in your area will continuously call in Assessors. Each Assessor arrival means more ARC activity, more damage opportunities, and more points across all three Trial objectives simultaneously.
  3. Assessors also respawn. They respawn if killed. Do not let them get away: keep cycling kills to keep the spawns active and the ARC density high.
  4. Deploy Zip Lines to bait Vaporizers from other zones. Shoot them lightly from a distance, then lead them back toward your building. They follow aggro. Use this to ensure you're dealing with Vaporizers inside Oldtown where all three Trial categories overlap.

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.

ARC Raiders Vaporizer Core Critical Hit Location

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.

Understanding The Vaporizer's Attack Pattern

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.

Where To Hit For Maximum Damage

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.

  • Belly core (primary): Directly underneath the chassis. Most accessible from window-peeking angles on lower floors.
  • Top of chassis (secondary): Accessible from upper floors or elevated positions. Less consistent but valuable when rotating between windows.
  • The shield: The Vaporizer's energy shield is reactive and activates in response to grenade throws. Do not throw Wolf Packs while it's up. Wait. Watch the shield drop. Then throw. Wasting an expensive grenade on an active shield is the kind of mistake that improves your aim by humiliating you into learning.

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.

How To Spawn More Assessors ARC Raiders
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ARC Raiders Oldtown Window Peeking Strategy

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.

  1. Find a building with two windows on different walls. Both should have a sightline to the Vaporizer's position. This is your entire strategy, and it works embarrassingly well.
  2. Peek Window A, charge your Jupiter, fire at the belly core, immediately retreat. The Vaporizer's laser fires at Window A. You are not at Window A. You are at Window B, already charging the next shot.
  3. Repeat from Window B. Fire at the core. Retreat. The Vaporizer is now confused about which window you prefer. It is, for all its armor and laser precision, outwitted by a building with two holes in it.
  4. Pre-charge while the shield is up. The Jupiter has a charge time. Use the shield phase to charge the shot so that the moment the shield drops, you are ready to fire immediately rather than burning the damage window.
  5. Do not be greedy. The temptation to fire one more shot because the Vaporizer is almost dead is how you take a laser to the face. The window closes the same way every time. Respect it or bleed out.

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.

Dealing With Rocketeers ARC Raiders Building Combat

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.

  • Prioritize killing Rocketeers that enter your building zone. Yes, you lose Vaporizer damage time. No, you cannot afford to let a Rocketeer get settled into a comfortable angle on your position.
  • Use the floor below if Rocketeers have your current floor. Lower floors often provide better angles on the Vaporizer belly core anyway, and Rocketeers firing at an upper floor won't immediately reposition to follow you.
  • Smoke grenades work for repositioning. If the building is genuinely compromised and you need to move the Vaporizer engagement to a different location, smoke the exit, cloak, and relocate rather than dying in a building you've already lost.
  • A Rocketeer near the borders of Oldtown still counts toward ARC damage score: killing it contributes to the Trial even if it interrupted your Vaporizer routine. Take the silver lining.

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.

Maximize Score ARC Raiders Triple Dip Trials

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.

Load into Buried City during Close Scrutiny

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.

Spawn in and move immediately to a good Oldtown building

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.

Aggro Surveyors without killing them to sustain Assessor spawns.

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.

Focus Jupiter shots on Vaporizer cores during each damage window

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.

Loot energy ammo from dead Vaporizers immediately

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.

Extract with enough time to actually extract

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.

Score Optimization Table

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

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ARC Raiders 70k Points Trial Run Oldtown

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.

  • 3-Star minimum (4,000 pts): Achievable in the first 10 minutes with basic gear. Not why you are reading this guide.
  • Respectable run (~40–50k): One Vaporizer cycle, some Wasp damage, standard Assessor activity, no disasters.
  • Strong run (~70k): Sustained Vaporizer cycling, Surveyors kept alive, Wolf Packs available, meds maintained throughout.
  • Exceptional run (100k+): Wolf Packs, full ammo management, clean extracts, possibly a helpful squadmate, zero Rocketeer interruptions, close to zero panic moments. One day, perhaps.

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ARC Raiders Damage ARC Enemies Oldtown Trial Guide FAQ

Do I need the Close Scrutiny modifier to complete this Trial?

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.

Where exactly is the Vaporizer's critical hit location?

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.

Why should I not kill the Surveyor?

An aggroed live Surveyor calls in Assessors continuously and stays in your area. A dead Surveyor contributes nothing and ends your spawn chain immediately.

Can I do this Trial on a free loadout?

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.

What kills a Vaporizer fastest if I want to push score rather than sustain damage?

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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