Locked Gate on Blue Gate changes your whole mindset. You stop sightseeing and start working a route, fast, because that 40-minute clock isn't a suggestion. I usually check my kit, remind myself what I'm actually here for, and move with purpose—codes first, loot second. If you're still learning what's worth hauling out, skimming lists like ARC Raiders Items can help you make quicker calls mid-run, especially when your bag's already half full and somebody's shooting nearby.
Start with the easy sweep
1) Raider's Refuge in the southwest is where most squads end up early, and for good reason. It's compact, with loads of containers jammed into side rooms and little dead-end hallways. You can clear it quickly if you don't get distracted. Don't overpush the corridors, though—people love to sit quiet behind doorframes and let you walk into their crosshair. 2) Reinforced Reception near spawn sounds like a freebie, but it's a trap in a suit. Turrets punish sloppy entries, and tripwires catch players who sprint like it's a normal raid. Slow down, listen, and peel the room in slices. Check desks and cabinets, then leave before the noise snowballs.
North is risk, but it pays
3) Pilgrim's Peak is the one that breaks runs. Two elite Rocketeers up there can erase a squad that's out of position, and it happens quick. You'll feel safe for half a second, then you hear the lock-on and it's already too late. I've had the best luck going wide, coming in from the back, and focusing fire on their packs before they can set up. Don't be proud about it—use cover, use grenades, and if you've got suppressors, actually use them. The fewer alerts you trigger, the less you get third-partied on the way out.
East side cleanup and the sprint home
4) Ancient Fort in the east is slower, not because it's "hard," but because it's messy. Basements, broken sightlines, and plenty of spots where mines blend into rubble. You'll start hearing that faint beep and your brain goes cold. Crouch-walk corners, keep a flashlight ready, and call out every mine you see—your teammate won't spot it, and you know it. Once you've got all four codes, don't linger. Cut straight to the Gate Control Room east of Checkpoint, punch them in, and assume another team is watching your angles. If you're carrying a defib, this is when it earns its slot, and if you're not, you'll wish you were when someone eats a rocket on the stairs.
What makes the run actually worth it
The locked exit isn't just a gimmick; it forces real decisions. Do you detour for a high-value crate or keep momentum. Do you fight the campers or rotate and wait out their patience. When you finally crack that gate and see the reward pool—rare blueprints, strong weapons, a tidy stack of currency—it feels like you earned it the hard way. If you're planning your loadout around that payoff, it helps to know what you're chasing and where it fits in your build, and that's why some players look up ARC Raiders Items buy options before they commit to another run.