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Hartmann846
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RSVSR How to clear Locked Gate mines in ARC Raiders Trials S3

I didn't plan on sweating this much in ARC Raiders this week, but Trials Season 3 (March 23–29) is pushing everyone into riskier routes. If you've been sorting your stash and comparing ARC Raiders Items with your squad, you're already thinking the same thing: this rotation wants you in the open, making noise, and staying alive long enough to cash it in. The dev hints about the Locked Gate and the Stella Montis Medical Research wing aren't just flavor, either—they're basically a warning label.



How Trials really feels at level 15+
Trials are that endgame loop where you stop "just looting" and start counting every decision. You get five weekly objectives, and the twist is simple: none of it matters if you don't extract. Your best run sets the score, so one clean raid can beat three messy ones. The star thresholds are still the big milestones: 1,000 points for Uncommon rewards, 2,500 for Rare, and 4,000 if you want Epic gear and blueprints. On top of that, the 100-player divisional leaderboards reset, so the early days are packed with players trying to sprint straight to Cantina Legend.



The five objectives and what to pack
This week's list pulls you in different directions. First, plant harvesting. It's calm for about five seconds, then you hear footsteps or a machine patrol and you're suddenly crouch-walking like it's a horror game. Second, raw damage against ground ARC units rewards consistent weapons over "cute" builds—bring something you can control under pressure. Third, you've got specific kills on Ticks, Fireballs, and Pops, which is where runs go sideways fast. Fire-resistant gear helps, sure, but positioning helps more. Don't let swarms get behind you, and don't chase one last kill into a bad angle.



Stella Montis and the Locked Gate problem
The container searches inside Stella Montis Medical Research are going to be the loudest "quiet" objective you'll do. Tight halls, dark corners, and that feeling you're being watched even when it's empty. A lot of players will camp likely entrances, so rotate, check odd sightlines, and don't open a container like you're alone in there. Then there's disabling mines around the Locked Gate. It's a trap zone by design, and this week it's a major map condition, meaning double points—so everyone's going to show up. Bring sapper tools, clear slowly, and treat every little "safe" pocket as temporary, because it is.



Keeping up with the grind
If you're chasing Coins, seasonal cosmetics like the Torque outfit, or just want to stay competitive on the fresh boards, plan your raids around one objective at a time and don't get greedy at extraction. Plenty of people will try to force perfect runs and end up donating their kit to the lobby. If you're short on what you need—ammo, tools, or the kind of gear that actually lets you take a fight—some players top up through services like RSVSR so they can spend more time running objectives and less time scraping together basics.

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Hartmann846 в оффлайне Old Post 28.03.2026 04:49
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