Raider's Refuge Security Code Location in Arc Raiders

The Raider's Refuge Security Code location in Arc Raiders: where it spawns in the north west, and what the Locked Gate condition takes away from your raid.

Category: Key & Keycard Locations ยท Updated 2026-08-02

The Blue Gate map in Arc Raiders with Raider's Refuge marked in the north west, the POI the Raider's Refuge Security Code spawns inside
The Blue Gate. The reticle marks Raider's Refuge itself. This is a genuine spawn area rather than a door marker, because the code only ever appears inside the POI it is named after.

Short answer

Where to find it and where to use it

Where it spawns. Inside Raider's Refuge, in the north west. Minimum one per round, sometimes more than one in a single raid.

That sentence is doing more work than it looks like. Every other key in Arc Raiders is a random drop from the shared loot pool: you cannot farm it, you cannot predict it, and any guide claiming a spawn point for one is guessing. The four Locked Gate security codes are the one exception in the whole item class. Each spawns inside its namesake POI, guaranteed, every round the condition is running.

On the container itself, sources split. The item page says any lootable container in the POI. The Locked Gate page says a Code Printer within the area. Sweep the whole POI and you satisfy both readings.

Where you use it. The Gate Control Room, one of four terminals. The room is marked on your map when the condition is active. Submitting the code removes it from your inventory.

What it unlocks

The main gate on The Blue Gate, during Locked Gate only.

The setup: a clandestine group triggers an emergency shutdown protocol at the underground tunnel entrance, and it stays shut until four separate codes override it. Get all four in and the outer gates open permanently for the rest of that raid. For everybody. This is a map wide unlock, not a private door, so the moment you finish the job you have told the lobby that the tunnels are open.

CodeSpawns insideRough position
Raider's Refuge Security CodeRaider's RefugeNorth west
Ancient Fort Security CodeAncient FortSouth
Pilgrim's Peak Security CodePilgrim's PeakNorth east
Reinforced Reception Security CodeReinforced ReceptionCentre north

What is inside

The underground tunnel complex. Guides report weapon lockers, security breach containers, a weapon case and a spread of general containers through the Security Wing, with side tunnels of lockers on the way in. The Bobcat SMG blueprint is the item people run this event for, reported most often in red lockers and drawers, although it can spawn in containers anywhere on the map while the condition is live.

The MANTIKOR door that the Blue Gate Confiscation Room Key opens is in the same underground area. Carry that key on a Locked Gate run if you have one.

A Bastion and a spread of ARC live down there. Opening the gate does not clear the tunnels.

Is it worth the detour

Read the condition before you answer that, because Locked Gate is not a free buff. It takes three things away:

Put those together and the verdict is straightforward. Grab the code, do not build the raid around the sprint. Raider's Refuge is a north west POI, the Ancient Fort is in the south, and crossing that distance under a shortened clock with fewer exits is how people lose full kits for a 0 Coin item.

Because codes bank in your stash between raids, the efficient play is one code per run on whatever route you were already taking. Four normal raids get you the same gate as one desperate one, at a fraction of the risk.

How keys work in Arc Raiders

  1. Single use. Consumed on submission, exactly like a key on a door.
  2. Lost on death unless it is in your Safe Pocket, and it works from there. Bank codes in the pocket every time.
  3. The gate does not reset mid raid. Once open it stays open for that raid, for everyone. Locked rooms elsewhere in the game do reset between raids.
  4. Fixed spawn area. The exception to the no fixed spawns rule that governs every other key.

Two quirks: the code is worth 0 Coins, and it cannot be deleted from your Speranza stash. Drop it in a raid or submit it at a terminal, those are the only exits.

Other keys on The Blue Gate

The other three codes: Ancient Fort, Pilgrim's Peak, Reinforced Reception.

Door keys on this map: Blue Gate Cellar Key, Blue Gate Communication Tower Key, Blue Gate Village Key, Blue Gate Confiscation Room Key, Patrol Car Key.

Full list across every map: all Arc Raiders key locations. Map overview: The Blue Gate.

Frequently asked questions

Where does the Raider's Refuge Security Code spawn?
Inside Raider's Refuge, in the north west of The Blue Gate. At least one spawns per round, and multiple can appear in a single run. It is one of the only items in the game with a fixed spawn area instead of a random loot pool drop.
Does the Locked Gate condition disable Raider Hatches?
Yes. Locked Gate runs with no active Raider Hatches, fewer active Return Points and a 40 minute raid cap. If you were planning to buy a Raider Hatch Key for a fast personal extract, it will not work during this condition.
How long is a Locked Gate raid?
The condition caps the raid at 40 minutes. Combined with the reduced Return Points, that is the real reason to bank codes across runs rather than trying to sweep all four POIs in one raid.
Where is the Gate Control Room on Blue Gate?
It is marked on your map when the Locked Gate condition is active, and it holds four terminals, one per code. No source pins it to a precise POI description, so navigate to the map marker rather than a landmark.
Can other players use the gate after I open it?
Yes. Once all four codes are in, the outer gates open permanently for that raid, for everybody in the lobby. You are opening the map, not a private room, so expect company underground.