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RSVSR How to Crack Blue Gate Locked Gate and Grab the Loot
Hartmann846

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Locked Gate on The Blue Gate isn't a "grab a few crates and bounce" kind of run. It's a clock in your ear and a checklist in your head, and you feel it the second you land. You're not just looking for loot—you're chasing four codes that decide whether Checkpoint is even an option. I usually pull up a quick mental route, check what my squad's carrying, and then commit, because dithering gets you killed. If you're still figuring out what's worth keeping or prioritizing, it helps to have a reference for ARC Raiders Items so you don't waste time on junk when the timer's already doing you dirty.

Start Smart at Raider's Refuge

Raider's Refuge is where a lot of runs are won or lost, mostly because it's the easiest place to settle in and get your first code without a full-blown firefight. The enemies are usually manageable, but the space is tight, and tight spaces punish slow weapons. Shotgun, SMG, something that snaps onto targets fast—bring that. Don't sprint every hallway, either. People love to third-party here because they know squads start there, and you'll hear footsteps way before you see anyone if you stop moving for a second. Grab the code, reload, then leave like you've got somewhere better to be.

Pilgrim's Peak Isn't a Fair Fight

Pilgrim's Peak is the part that makes the modifier feel personal. Those elite Rocketeers on the high ground can delete a good run in two shots, and plenty of players keep trying to "out-aim" them anyway. That's usually a mistake. Instead, go around. Use the climbing paths, stay low, and treat line of sight like it's poison. If you've got EMP grenades, this is where they earn their slot—shut their gear down, take the space, and get the code before the noise pulls another squad in. You'll find out fast that surviving here is less about bravado and more about not being seen.

Reception, Fort, and the Exit Problem

Reinforced Reception looks simple until the turrets start talking. If you go loud, it snowballs, and suddenly you're trading armor plates for seconds. Suppressors help, but so does patience: clear angles, peek slow, and don't stand in places that feel "safe." The Ancient Fort is different—more open, more confusing, and way darker than you want it to be. The code can be tucked in annoying corners, so sweep methodically and listen hard; mines don't announce themselves with much more than a faint beep. Once you've got all four, the Gate Control Room east of Checkpoint becomes the real test. You're exposed, you're predictable, and other squads know exactly what you're about to do, which is why having a plan for covering doors and rotating positions matters. If you're missing gear or just want to streamline the grind for coins, blueprints, or loadout pieces, some players use RSVSR to pick up game currency or items so they can focus on the route and the gunfights instead of scraping together basics.