RSVSR Tips for ARC Raiders Locked Gate on Blue Gate

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Master ARC Raiders' Locked Gate on Blue Gate: where four security codes unlock tunnel loot, but squads and solos clash hard. Learn Control Room angles, smart rotations, and loadouts that actually survive.

Nothing in gaming right now spikes my pulse like a Locked Gate run on Blue Gate, especially when I'm loaded with a kit I can't really afford to lose. You hear the motors, that heavy door starts to groan, and your brain immediately does the math: if this works, I'm set; if it doesn't, I'm back at the lobby staring at empty slots. The loot can be ridiculous—Bobcat blueprints, parts, stuff that keeps you rolling for days—and if you've ever spent time comparing ARC Raiders Items, you already know how fast a single good haul can change your whole week.

Why Blue Gate Feels Different Now

Since the January Headwinds update, the solo-versus-squads tweaks made it less of a guaranteed funeral if you queue alone. Less, not zero. The event still rings the dinner bell for the whole lobby, and people move like they've been personally insulted by the idea of you getting that vault first. The Gate Control Room sits in a spot that punishes hesitation—close to the Warehouse Complex, lots of ugly angles, and just enough cover to let a patient team wait you out. You'll think you're fighting ARC machines, then you'll notice the real threat is a human who's happy to let the AI do the work.

The Four Codes Problem

On paper it's clean: collect four security codes from different POIs, get to the terminal, punch them in, and enjoy the payday. In a live raid it turns into a trust exercise that nobody signed up for. You'll run into strangers who sound helpful, who'll call targets and share ammo, and for five minutes it feels like a proper co-op shooter. Then the last code goes in and everything gets weird. People go quiet. Footsteps shift. Someone "accidentally" drifts behind you. I've seen a solo volunteer to type the final code, and it looked wholesome right up until a fresh squad crashed in from Pilgrim's Peak and erased the whole room while we were still staring at the loot pile.

Loadout Choices That Actually Hold Up

If you're still bringing a sniper, you're making your life harder. The moment the codes start moving, fights compress into 20-meter brawls and messy doorways. You need a gun that behaves when your hands don't. I've landed on a balanced, aggressive setup: an Anvil assault rifle for steady sprays under stress, plus a Stinger SMG for the tunnels and those "oh no" moments inside the facility. The swap speed matters more than range, and it lets you clear corners without pretending you're in a long-range duel.

Armor, Greed, and Getting Out Alive

Don't skimp on protection. Level 3 is the baseline if you want a real shot at extracting, because Level 2 just evaporates when a squad collapses on you. That extra half-second is the gap between sliding into cover and watching your screen go dark. Even geared up, you're not going to win every time—my own track record is basically a coin flip on good weeks—but that's the point. Play the gate like it's a timed heist: grab what you can carry, don't admire it, and leave before your luck runs out. And if you're the type who hates rebuilding from scratch, it helps to know there are services like RSVSR where players sort out currency or items faster, so one bad wipe doesn't kill the next run.

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