Let me be honest with you. The first time I ran this trial, I spent eleven minutes jogging around Ancient Fort, got blown sideways by a Rocketeer, and finished with 900 points. That's three mines. Three. In a trial where the theoretical ceiling sits somewhere between 30,000 and 40,000 points. So yes — I went back, I tested it obsessively across multiple lobbies, and I'm writing this so you don't have to suffer through the same humbling experience.
This is Week 21 of ARC Raiders' Trial rotation (March 23–29, 2026), and the Disarm Mines During Locked Gate challenge is genuinely one of the more interesting weekly objectives the game has produced — not because it's mechanically complex, but because it forces you to think about map positioning, lobby aggression, and movement economy all at once. It's deceptively simple on paper. In practice, it's a quiet war of attrition against three to four other players who had the exact same Google search as you.
The setup: during the Locked Gate event on Blue Gate map, mines are scattered across key POIs. You walk up, you interact, you earn 300 score per mine. That's it. No shooting required, no complex mechanics, no puzzle. Just find mines, disarm them, don't die.
The catch — and there's always a catch — is that the Locked Gate event floods the map with ARC enemies, particularly Rocketeers, who have a deeply personal vendetta against anyone trying to crouch near a bush. And the mines themselves aren't glowing neon signs. They're tucked into foliage, hidden along fence lines, and clustered in spots that happen to be exactly where every other Raider in your lobby is also running.
To reach the 3-Star reward threshold, you need 4,000 score — roughly 14 mines. Achievable in a single solid run if you know where to look. To push for leaderboard-level numbers, you're looking at 20–30+ mines, which requires either an extremely clean lobby or the kind of routing efficiency that takes several attempts to develop.
Here's what the community has mapped out so far, cross-referenced against my own testing across five separate lobbies. These aren't guesses — I ran each location at least twice and tracked mine counts manually.
| Location | Mine Density | Visibility | Lobby Competition | Verdict |
|---|---|---|---|---|
| Ancient Fort | Very High | Moderate | Very High — everyone goes here first | S-Tier if you arrive first |
| Pilgrim's Peak (back side) | Very High | Excellent — minimal foliage | Low — most players ignore it | S-Tier, underrated |
| Trappers Glade | Moderate | Poor — heavy tree cover | Medium | B-Tier |
| Reinforced Reception → Head House | Low-Moderate | Moderate | Medium | B-Tier |
| Raiders Refuge | Moderate | Poor — deeply hidden in shrubs | Medium | C-Tier |
The single most important discovery from my testing: Pilgrim's Peak back side is the best-kept secret on this map. I ran it in three consecutive lobbies and found 8–12 mines each time with zero competition. The open terrain means you can visually sweep the area in under two minutes. Meanwhile, Ancient Fort — which looks like the obvious choice — is a bloodbath of competing Raiders all sprinting toward the same three mines near the main entrance.
My routing recommendation, tested and reproducible:
> Pilgrim's Peak back → Ancient Fort (if clean) → Trappers Glade → extract or reset
This sequence consistently yielded 15–22 mines per run across my test sessions, which puts you comfortably above the 4,000-score threshold and into genuine leaderboard territory on a good lobby.
A lot of guides hand you a list. Here's why each item earns its slot in your backpack.
Photoelectric Cloak — This isn't optional. Rocketeers are everywhere during Locked Gate, and getting staggered mid-disarm animation costs you 5–10 seconds per interruption. The Cloak lets you slip past ARC clusters entirely, which over a full run saves you minutes of combat time that translate directly into more mines disarmed.
Any Augment — The specific augment matters less than having something. Mobility augments are ideal since this trial is fundamentally a movement challenge disguised as an interaction challenge.
10–20 Adrenaline Shots — The map is large. The event window is finite. You will be sprinting constantly between POIs, and without stims your stamina becomes the bottleneck, not your knowledge of spawn locations.
Light Shield + 5–10 Shield Rechargers — You will take hits. ARC enemies don't care that you're trying to disarm a mine peacefully. Having a shield that recharges quickly means you spend less time hiding behind rocks and more time moving.
10 Bandages or Herbal Bandages — Insurance. Bring them, hope you don't need them, be grateful when you do.
One thing worth noting: you can absolutely run this trial on a Free Loadout and still hit 3-Star rewards. The main sacrifice is Adrenaline Shots, which slows your inter-POI movement. For casual players just chasing the weekly rewards, this is a perfectly viable approach.
This is where the meta gets genuinely interesting, and it's something I tested specifically for this piece.
Using Aggression-Based Matchmaking to find friendly lobbies makes a measurable difference to your score ceiling. In a contested lobby, you're racing other players to mines that don't respawn. In a low-aggression lobby, you're essentially running a solo PvE route with ARC enemies as the only obstacle.
My reproducible test: I ran the same Pilgrim's Peak → Ancient Fort route in both a standard lobby and a low-aggression lobby. Results:
- Standard lobby: 12 mines, 3,600 score (just under 3-Star threshold)
- Low-aggression lobby: 21 mines, 6,300 score (well into leaderboard range)
The difference isn't luck. It's structural. If you're serious about max score, the lobby selection is as important as the route itself.
Here's what I keep coming back to after running this trial across multiple sessions: Disarm Mines During Locked Gate is a masterclass in ARC Raiders' core tension between efficiency and survival.
Every decision compounds. You choose to fight a Rocketeer — that's 30 seconds gone. You choose the wrong POI first — that's three mines already taken by someone else. You bring the wrong loadout — that's stamina running out at the worst possible moment.
The trial doesn't punish you for being slow. It punishes you for being inefficient. And that distinction matters, because it means the path to max score isn't grinding harder — it's routing smarter.
There's also something quietly satisfying about the disarm animation itself. You crouch down, the interaction prompt appears, and for about two seconds the entire game goes quiet while you defuse the thing. It's a small moment of calm in the middle of a chaotic event, and it's one of those design details that makes ARC Raiders feel more considered than its extraction-shooter peers.
Running this trial at a competitive level requires consumables — specifically Adrenaline Shots and Shield Rechargers — that burn through your stockpile fast. If you're pushing for leaderboard scores across multiple runs in a single week, the resource cost adds up quickly.
For players looking to maintain a well-stocked loadout without grinding materials between every run, [U4GM.com](https://www.u4gm.com/) offers ARC Raiders items that can help bridge the gap. Picking up crafting materials or key consumables there means you spend your actual playtime running trials, not farming resources. It's a practical option for anyone treating Week 21 seriously.
| Score Range | Mines Required | Lobby Type | Realistic? |
|---|---|---|---|
| 4,000 (3-Star) | ~14 mines | Any lobby | Yes — achievable most runs |
| 6,000–9,000 | 20–30 mines | Low-aggression preferred | Yes — with good routing |
| 15,000+ | 50+ mines | Near-empty lobby | Difficult, requires multiple events |
| 30,000–40,000 (theoretical max) | ~100+ mines | Fully uncontested | Effectively mythical |
The honest takeaway: 4,000 to 9,000 is the realistic competitive range for most players running this trial properly. Anything above that requires a combination of perfect routing, favorable lobby conditions, and a bit of luck with mine spawn density.
ARC Raiders' weekly trials are at their best when they reward knowledge rather than raw mechanical skill, and Disarm Mines During Locked Gate is exactly that kind of trial. The mines don't shoot back. The ARC enemies are manageable with the right loadout. The real challenge is the invisible one — routing efficiently, reading your lobby, and making the quiet decision to go left toward Pilgrim's Peak while everyone else goes right toward Ancient Fort.
That's the kind of strategic depth that keeps me coming back to this game week after week. Not the gunfights. The decisions.
Run the back side of Pilgrim's Peak first. Bring your Adrenaline Shots. Use low-aggression matchmaking if you're serious about the leaderboard. And for the love of everything, bring the Photoelectric Cloak.