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On Blue Gate, the Locked Gate event always feels like it starts quietly, then turns into chaos in about thirty seconds. If you're hunting an ARC Raiders BluePrint, this is one of the few moments where the whole lobby's decisions smash into each other at once. There's a buried tunnel network sitting between the Checkpoint area and the Warehouse Complex, but it stays sealed until four different security codes get found and delivered. You've got one raid to pull it off, and the timer doesn't care whether you're geared or limping along on two mags and a dream.
The part that trips people up is that the codes aren't guaranteed spawns on a desk or a boss. They're tied to normal loot containers, which means your "plan" can get wrecked by RNG. The four hunt zones are Raider's Refuge, Pilgrim's Peak, Reinforced Reception, and Ancient Fort, and you'll be cracking open bins and crates like it's just another loot run—until a code drops. You might get lucky on the first room, or you might end up sweeping an entire building while footsteps creep closer. The nice bit is duplicates can spawn, so if another squad cleaned a spot earlier, it doesn't always mean you're done for.
Pilgrim's Peak is where patience goes to die. The Rocketeers don't miss much, and they'll start lobbing explosives before you've even worked out which ridge they're on. Ancient Fort is a different kind of problem: mines. Lots of them. You'll see good players slow down, scan angles, and poke paths with care. Sprint-happy Raiders usually just vanish in a pop. Raider's Refuge and Reinforced Reception are more straightforward mechanically, but they're loud on the PvP side. People rotate there on purpose. Even if you arrive early, don't assume you're alone—someone's almost always trailing, waiting for you to do the looting for them.
Finding a code is only half the job. You still need to carry it to the Gate Control Room and slot it into the right console, and the gate won't open until all four unique codes are in. That last insert is the real alarm bell. The doors start moving and suddenly everyone gets brave. Teams sprint in from weird angles, third parties show up late, and the entrance turns into a messy standoff where one mistake ends your run. If you do get inside, don't let the loot tunnel-vision you—watch the extraction clock, because getting boxed in underground with two minutes left is a genuinely awful way to lose a good haul.
A lot of squads treat the event like a race, but it's usually safer to treat it like a trap you can exploit. Rotate wide, listen, and let other teams "announce" themselves with gunfire. If you're the one carrying a code, stash it mentally as a priority—pick fights you can finish fast, then move. The best runs I've had weren't the ones with perfect aim; they were the ones where we arrived second, cleaned up, and slipped through while everyone else argued at the doorway. And if you're chasing specific loot like a cheap ARC Raiders BluePrint, it helps to plan an exit route before you ever step into the tunnels.
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