RSVSR Guide to ARC Raiders Locked Gate Event Codes and Loot
Publicado: Sab Mar 14, 2026 9:57 am
Blue Gate feels pretty calm right up until Locked Gate goes live, then it's chaos. It only shows up twice a day, so everyone who's been hoarding meds and ammo suddenly floods the same routes. If you're still learning what's worth carrying, it helps to look over ARC Raiders Coins before you queue, because you've got about 40 minutes and no one's giving you time to sort your backpack once the race starts.
How the codes really work
The win condition is simple on paper: four Security Codes get turned in, the doors open, and the underground becomes the new battlefield. The catch is that the whole lobby progresses it together, which means you're constantly guessing. Do you gamble that other squads will do the boring scavenging while you hold angles near the Control Room? Or do you go shopping for codes early and risk running straight into every other team doing the same thing. Most matches, the first ten minutes decide whether you're a contender or just someone feeding gear to the map.
Where to search without wasting time
Codes don't sit in fixed spawns, but they're tied to four zones, so you're basically speed-looting with a plan. 1) Ancient Fort: ignore the fancy puzzle room unless you're already set up for it; hit regular crates and watch for mines because they'll ruin a clean run fast. 2) Raider's Refuge: treat it like a demolition job and crack open every sealed bin and metal container you can reach. 3) Reinforced Reception: it's the most straightforward; get inside and check trashcans and small containers people skip when they're in a hurry. 4) Pilgrim's Peak: two Rocketeers make it nasty, so don't play hero up close; tag them from range or toss a lure grenade to buy ten seconds and grab what you need.
Turning in a code without getting farmed
Once you've got a code, you're carrying a "please shoot me" sign all the way to the Gate Control Room by the Warehouse Complex. That room is a magnet for corner-campers, and yeah, it works because someone always panics at the console. Clear the entry, clear the side angles, then have a teammate hold the door while you interact. If you're solo, take a beat and listen before you commit—footsteps and weapon swaps give away more than people think, and rushing the console is how you get deleted.
After the doors open
The moment the fourth code lands, it turns into a sprint and a brawl at the same time. Head for the Security Wing and the Breach Room if you want the best chances at top-tier drops, but don't tunnel vision on loot—teams will post up on choke points and wait for you to do the opening work. Keep your reloads timed, don't overpeek, and assume someone's following the sound of fighting. If you're chasing the Bobcat Weapon Blueprint, you'll see why people risk it, and having a good grasp of ARC Raiders Items helps you decide what to run when the underground turns into a straight-up shootout.
How the codes really work
The win condition is simple on paper: four Security Codes get turned in, the doors open, and the underground becomes the new battlefield. The catch is that the whole lobby progresses it together, which means you're constantly guessing. Do you gamble that other squads will do the boring scavenging while you hold angles near the Control Room? Or do you go shopping for codes early and risk running straight into every other team doing the same thing. Most matches, the first ten minutes decide whether you're a contender or just someone feeding gear to the map.
Where to search without wasting time
Codes don't sit in fixed spawns, but they're tied to four zones, so you're basically speed-looting with a plan. 1) Ancient Fort: ignore the fancy puzzle room unless you're already set up for it; hit regular crates and watch for mines because they'll ruin a clean run fast. 2) Raider's Refuge: treat it like a demolition job and crack open every sealed bin and metal container you can reach. 3) Reinforced Reception: it's the most straightforward; get inside and check trashcans and small containers people skip when they're in a hurry. 4) Pilgrim's Peak: two Rocketeers make it nasty, so don't play hero up close; tag them from range or toss a lure grenade to buy ten seconds and grab what you need.
Turning in a code without getting farmed
Once you've got a code, you're carrying a "please shoot me" sign all the way to the Gate Control Room by the Warehouse Complex. That room is a magnet for corner-campers, and yeah, it works because someone always panics at the console. Clear the entry, clear the side angles, then have a teammate hold the door while you interact. If you're solo, take a beat and listen before you commit—footsteps and weapon swaps give away more than people think, and rushing the console is how you get deleted.
After the doors open
The moment the fourth code lands, it turns into a sprint and a brawl at the same time. Head for the Security Wing and the Breach Room if you want the best chances at top-tier drops, but don't tunnel vision on loot—teams will post up on choke points and wait for you to do the opening work. Keep your reloads timed, don't overpeek, and assume someone's following the sound of fighting. If you're chasing the Bobcat Weapon Blueprint, you'll see why people risk it, and having a good grasp of ARC Raiders Items helps you decide what to run when the underground turns into a straight-up shootout.