
Arc Raiders Wolfpack Farm Guide: Rocketeer Husks Done Right
The Traffic Tunnels Trial is live. Blue Gate. Locked Gate event only. Open containers, grab score, get out. Here is how to not waste everyone's time,

Trials in ARC Raiders bring the community together to suffer through weekly challenges and earn a place on a competitive leaderboard. You are tasked with participating in five rotating Trials each week, chasing score thresholds that lead to your much-deserved rank promotion. The goal is simple: accumulate enough score to either claim your comfortable 3-Star rewards at 4,000 points or push for leaderboard dominance. This ARC Raiders Traffic Tunnels Trial guide covers everything you need to maximize score ARC Raiders Trials, from first spawn to victorious extraction, assuming you survive long enough to enjoy it.
This particular Trial demands you open containers inside the Traffic Tunnels on the Blue Gate map. The catch is that the tunnels are locked behind the Locked Gate Major Map Condition, which means you cannot simply stroll in whenever the mood strikes. Patience and timing are required. Traits many of you are demonstrably short on.
This Trial can be completed in any party size, solo through trio, and done effectively at both the casual 3-star tier and the upper scoring brackets. The difference is how much of your limited existence you are willing to dedicate to it. The scoring logic is straightforward: every container you open inside the Traffic Tunnels counts toward your score, doubled automatically because the Locked Gate event is itself a Major Map Condition. That means roughly 10 containers stand between you and three stars. Ten. It is not a raid, it is a storage room clearance sale.
During the Blue Gate Locked Gate event, the 2x Major Map Condition modifier applies automatically to every container you open inside the tunnels. There is no extra step required. The game simply rewards you twice as generously for tolerating the key-hunting preamble. Each container awards approximately 280–400 score depending on type, which doubles to 400–560 effective score per container under the event modifier. Here is the breakdown:
|
Container Type |
Base Score |
Score with 2x (Locked Gate) |
Notes |
|
Standard Container (locker, box, briefcase) |
~200 |
~400 |
Most common. Open everything. |
|
Vehicle Hood / Bus Trunk |
~140 |
~280 |
Abundant throughout tunnels. Check all vehicles. |
|
Armored Patrol Car |
~200 |
~400 |
Requires Patrol Car Key. Worth bringing. |
|
Confiscation Room Container |
~200+ |
~400+ |
Requires Confiscation Room Key. High loot density. |
|
Security Breach / Weapon Case |
~200 |
~400 |
Found deeper in tunnel network. |
Previously opened containers can still count toward your score. You do not need to race every other Raider in the lobby to a pristine loot spot. Move methodically. Do not panic. The tunnels are not going anywhere, which is more than can be said for your nerves once the Bastion notices you.
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To reach the 4,000-point 3-star threshold, you need to open approximately 10 containers under the 2x modifier. For higher score pushes, the math scales linearly as long as you keep opening things. Simple enough that it almost feels insulting. Almost.
|
Score Required |
Estimated Containers (2× Multiplier) |
Loot Potential |
|
~500 |
1–2 containers |
Basic survival loot. |
|
~2,000 |
~5 containers |
Solid resource gain. |
|
4,000 |
~10 containers |
Includes Epic loot chance. |

For this ARC Raiders Traffic Tunnels Trial guide, the best loadout ARC Raiders Trials veterans recommend is deliberately lean. You are not storming a fortress. You are walking through an underground car park, opening glove compartments. Your loadout should reflect that, especially if you want to preserve your good gear for something that actually threatens your survival.
A Free Loadout is entirely viable for this Trial. You are looting containers in one specific area. There is precisely zero reason to bring in your best Anvil IV and risk it to a Bastion that wandered into your personal space.
|
Slot / Category |
Recommendation |
Tactical Notes |
|
Primary Weapon |
Anvil IV (or Anvil I) |
Essential for clearing smaller ARC. Fire rate is king; use the IV if available. |
|
Secondary |
Renegade (Optional) |
Great for reducing heavy ammo dependency if carrying dual primaries. |
|
Sidearm |
Tactical MK.2 |
The standard reliable backup. |
|
Defense |
Light Shield |
Sufficient for the task; mobility is more important than dueling. |
|
Sustain |
10 Shield Rechargers |
Non-negotiable; the Bastion will find you. |
|
Health |
10–15 Bandages |
Standard survival necessity. |
|
Ammo |
160+ Heavy Ammo |
Minimum required for ARC patrols between containers. |
|
Special Utility |
Deadline / Trailblazers |
Optional, but speeds up neutralizing Bastion patrols. |
|
Mission Critical |
Blue Gate Key |
Highly recommended for the Confiscation Room and extra loot. |
The Blue Gate Confiscation Room Key is the most impactful optional item on this list. The Confiscation Room sits deeper in the tunnel network and hosts some of the densest container clusters in the entire area. If you have the Blue Gate Confiscation Room Key in your possession, you gain access to weapon lockers, security breaches, and weapon cases that other Raiders will simply walk past. Others in your lobby may have the same idea, of course, but that is what the Deadline is for.
This Trial is locked, in both the literal and figurative sense, to the Blue Gate Locked Gate event ARC Raiders. There is no alternative. You cannot brute-force this on a standard deployment, during Hurricane, or Night Raid. If the Locked Gate Major Map Condition is not active when you queue, you will find zero tunnels, zero containers, and zero score. Leave, do something else, and come back when the event timer aligns. Check our Event Timers if you are the type of person who values their time.
The Locked Gate event extends the raid timer to a generous 40 minutes, which is far more than you need if you are competent and far less than you think if you spend the first 15 minutes wandering around looking for keys. The tunnel entrance sits on the far side of the Outer Gates Point of Interest. You cannot enter until those gates are open, and those gates require four security codes that are not going to collect themselves.
Raider Hatches are disabled during the Locked Gate event. You are on ground routes only. Plan your navigation accordingly. The map is not trying to be clever, it is just temporarily hostile to your preferred shortcuts.
Before you set a single foot inside the Traffic Tunnels, you will need to collect four security codes scattered across the Blue Gate map. Each code appears as a small slip of paper inside lootable containers at four specific Points of Interest. Here is where to find them, since reading a map is apparently optional for some Raiders.
Search drawers and containers throughout the fort area. Watch your step: mines are buried around the perimeter and the ARC do not announce themselves politely.
Loot containers inside the church structures at Raider's Refuge. Multiple key codes can spawn per location, so even if someone grabbed one before you, another may be waiting.
The northeastern elevation. Two Rocketeers guard this position. They are not going to step aside because you asked nicely. Deal with them or route around them before looting.
Near the Checkpoint area. High traffic and heavy ARC presence. Get in, get the key, and leave before someone decides your gear looks more interesting than the event objective.
Once you have all four codes, bring them to the Gate Control Room near Checkpoint and slot each one into the corresponding terminal. The moment all four are entered, the Outer Gates open for every player on the map. Yes, including the ones who did none of the work. Yes, that is intentional. No, complaining about it will not change the outcome.
Multiple key codes spawn at each location, so distribute key-hunting across your squad or coordinate with friendly lobby players. Even strangers can be useful when they are motivated by the same objective. Divide the four locations among teammates and converge at the Gate Control Room. Efficiency does exist in this game, even if you have to force it.
If too much time passes without the gate being opened, consider leaving and requeuing. A fresh Locked Gate run with enough time on the clock is infinitely more valuable than a dying run with 12 minutes left and half the lobby camping the tunnel entrance.
There is no single perfect ARC Raiders Traffic Tunnels container route. The developers did not arrange 10 containers in a convenient straight line with a glowing arrow pointing at each one. What they did do is pack the tunnel area with a significant number of containers distributed across vehicles, lockers, side bays, and secured rooms. Your job is to move through methodically and open every single one.
Once through the Outer Gates, proceed directly into the tunnel area. You will immediately encounter vehicles: cars, buses, armored transports. Open every hood, every trunk, every door. Walk the tunnel perimeter. Check the elevated sections above the main tunnel floor, as additional containers are placed at higher levels that careless Raiders will miss entirely. Proceed toward the Security Wing southwest section if you have the time and the inclination. This area sits directly below Reinforced Reception and contains weapon lockers, security breaches, a weapon case, and various other containers behind a door marked "Mantikor."
Threat: Bastion Patrol
A Bastion patrols the tunnel interior. It is not interested in negotiation. If it becomes disruptive, use a Deadline explosive or Trailblazers to cripple its leg joints and expose the yellow core for rapid elimination. Alternatively, work around its patrol route. There are enough containers that you do not need to occupy every square meter simultaneously.

The Traffic Tunnels Trial is significantly more tolerable when your lobby is not composed of Raiders who have decided that your loot bags are more interesting than their own. ARC Raiders employs an aggression-based matchmaking system, developer-confirmed by Embark Studios itself, that tracks your behavior across raids and groups you accordingly. Play like a cooperative human being for several consecutive runs and the system will nudge you toward lobbies where other players are doing the same. Play like a predator and you will receive exactly the company you deserve.
For this Trial specifically, ARC Raiders friendly lobbies matchmaking is the single biggest quality-of-life improvement available to you. In a cooperative lobby, you can follow other Raiders through the tunnel rather than treating every footstep as an ambush signal. Players in friendly lobbies frequently call out container locations, share the key-hunting workload, and extract peacefully once the objective is done. It is an almost utopian experience by extraction shooter standards, which should tell you how low the baseline is.
To reach friendlier matchmaking territory, avoid dealing damage to other players for anywhere from three to ten consecutive raids. Bring modest loadouts. Use voice or emotes to signal non-hostile intent when encountering strangers. Do not loot player bodies, as even corpse looting appears to register as an aggressive behavior signal. The system is not a guarantee, but it shifts the odds meaningfully in your favor. Consider queuing during off-peak hours if your region's prime time lobbies are persistently hostile, as smaller player pools tend to produce more passive matchmaking outcomes regardless of your aggression score.
Friendly lobbies are not permanent sanctuary. The moment you extract with valuable loot you become a target. The moment someone else in a "friendly" lobby makes a different calculation, the agreement dissolves. Trust in the process but extract the moment your Trial score is secured. Greed has ended more runs than any Bastion ever has.
For those who regard anything beyond 4,000 score as an unnecessary commitment of their finite hours on this earth, here is the condensed version. This is how you claim your ARC Raiders fast 3-star Trial rewards and leave.
If you brought the Blue Gate Confiscation Room Key, detour to the Confiscation Room before extracting. The density of containers there will let you cross the threshold faster and with higher-value loot as a bonus. If you did not bring the key, do not spend time watching other people open it. Move on.
Pushing for leaderboard-relevant score in the Traffic Tunnels Trial is less about raw mechanical skill and more about time efficiency and container density. The containers are fixed. The 40-minute timer is fixed. The 2x modifier is fixed. Your only variable is how completely you clear the tunnel area before time or other players force you out.
Start the Locked Gate event as early in the raid timer as possible. Every minute the gate stays closed is score you cannot earn. Prioritize the four key locations at the start of your raid rather than looting surface POIs. Get the gate open fast, enter the tunnels, and begin a systematic sweep from the entrance inward. Do not skip sections. Do not assume another Raider already cleared something and it no longer counts. Previously opened containers still register score. Loot everything, even if it is visibly empty. The interaction is what counts.
For maximum score pushes, the Blue Gate Confiscation Room Key is essential rather than optional. The Confiscation Room contains the highest container density in the tunnel network. Pair this with the Patrol Car Key if you have it, and sweep the Security Wing for the breachable door loot room. A well-executed full-tunnel clear in a cooperative lobby with both keys can push significantly beyond the 3-star threshold in a single run, depending on how much of the 40-minute window remains after the gate opens.
3-star requires approximately 10 containers at 2x. A full tunnel sweep in a 40-minute raid with cooperative lobby and both keys can yield substantially higher totals. The ceiling is a function of your speed, your lobby, and how much contempt the Bastion has developed for you personally by the end of the run.

The Traffic Tunnels Trial is live. Blue Gate. Locked Gate event only. Open containers, grab score, get out. Here is how to not waste everyone's time,

The Traffic Tunnels Trial is live. Blue Gate. Locked Gate event only. Open containers, grab score, get out. Here is how to not waste everyone's time,

The Traffic Tunnels Trial is live. Blue Gate. Locked Gate event only. Open containers, grab score, get out. Here is how to not waste everyone's time,

The Traffic Tunnels Trial is live. Blue Gate. Locked Gate event only. Open containers, grab score, get out. Here is how to not waste everyone's time,

The Traffic Tunnels Trial is live. Blue Gate. Locked Gate event only. Open containers, grab score, get out. Here is how to not waste everyone's time,

The Traffic Tunnels Trial is live. Blue Gate. Locked Gate event only. Open containers, grab score, get out. Here is how to not waste everyone's time,

The Traffic Tunnels Trial is live. Blue Gate. Locked Gate event only. Open containers, grab score, get out. Here is how to not waste everyone's time,

Only the Locked Gate Major Map Condition on Blue Gate counts. No other event or map condition unlocks the Traffic Tunnels for this Trial. If Locked Gate is not active, the tunnels are inaccessible. Check the Event Timers before you queue and save yourself the confusion.
Other lobby players can collect and insert keys on your behalf. The gate opens for the entire map once all four are entered. You do not need to personally touch all four codes to access the tunnels and earn Trial score.
Lockers, vehicle hoods, bus trunks, briefcases, weapon crates, side bays, security breaches, and server cabinets all count. Loot player bodies do not count. Open everything that can be opened and ignore nothing, including objects that look unimportant.
Yes. The Confiscation Room has the highest container density in the tunnel network and contains weapon lockers, a weapon case, and security breaches. Bringing the key adds meaningful score and significantly better loot to any run.
Score accumulates across multiple runs throughout the week. You do not need to reach 4,000 points in a single raid. Points carry over each time you successfully extract, so partial runs still count as long as you get out alive.
No. Points are fixed per container opened. What you brought into the raid is irrelevant to your trial score.
Points accumulate all week. Two or three shorter safe runs beat one long run where you die at 3,800 points.
Any Major Map Condition doubles points. Night Raid is the most common. Hurricane works. Pick whatever is active.
No. Standard rooms have more than enough containers. Keycards improve loot quality, not trial point generation.
All points earned that session reset to zero. The trial does not reward dying well. Extract immediately once you hit 4,000.


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