WIKELO
GUIDES
COMMUNITY
4.7 NEW
VERSE INTEL
// STAR CITIZEN COMPANION GUIDE — WIKELO · CRAFTING · PYRO · NEWS · COMMUNITY MAINTAINED · PATCH 4.6.0

Verse Intel is an unofficial Star Citizen companion guide. It started as a reference for Wikelo's Emporium — the Banu trader running collection contracts out of Kinga, Dasi, and Selo Stations in Stanton — and has grown to cover crafting, Pyro system survival, live SC news, and more.

Everything in one place — contract ingredients, item locations, farming routes, rep tracking, blueprints, and what the community has verified in-game. New to Wikelo? Follow the quick-start below. Veteran? Jump straight to any tool from the nav.

WIKELO QUICK-START
Complete New To System
The intro contract (1× Vestal Water + 3× Tundra Kopion Horn) must be done before Wikelo offers anything else. Takes under 30 min.
→ Mission Chain
🧮
Grind MG Scrip → Favor
Most ship contracts need Wikelo Favor (50 MG Scrip = 1 Favor). Orange Patrol contracts from Foxwell Enforcement are the best source.
→ Favor / Scrip Calc
Run the Onyx Missions
Phase 1 + Phase 2 unlock ASD Drives, RCMBNT components, and Site B. Most hard ship contracts need drives.
→ ASD / Onyx Guide
Plan Your Grind
Pick a target ship in the Reward Calculator and get a full ingredient breakdown with time estimates and farming order.
→ Reward Calculator
📦
Turn In at Any Emporium
Kinga, Dasi, or Selo Station — any accepts any contract. Use the freight elevator. Reward appears in local inventory. Never over-submit — extras are not returned.
Active Known Issues
More Than A Max: tracker shows extra medals — NOT required.
Fun Military Skull Gun: tracker shows Irradiated fang — bring regular Juvenile.
Rewards missing: select "Decline" on retrieval — items appear in local inventory.
Ace loot: EMP ship before destroying to stop loot scatter.
EXPLORE THE TOOLS
🔥
Pyro System Guide
Storm Breaker events, jump point survival, Lazarus Complexes, Vanduul zones, and key station locations across Pyro.
→ Pyro Guide
🔧
Crafting Guide
How ship fabrication works — materials, blueprints, fabricators, and what's worth crafting vs buying from shops.
→ Crafting Guide
📋
Blueprint Tracker
Track which blueprints you've unlocked. Account-bound and permanent — know what you have and what's still missing.
→ Blueprint Tracker
Item Locator
Find every ingredient Wikelo requests — ores, fauna, loot, mission items, crafted components — with locations and farming tips.
→ Item Locator
📦
Progress Tracker
Log your inventory counts, pin contracts you're actively working, and track completed missions across sessions.
→ Progress Tracker
📡
SC News Feed
Patch notes, PTU updates, Comm-Link posts and dev tracker — AI summarised and filtered so you get the signal, not the noise.
→ SC News Feed
Fan-made, community maintained. Data sourced from in-game testing, wikelotrades.com, and starcitizen.tools. Items marked [ VERIFY ] need in-game confirmation — use the accuracy checkboxes in Mission Chain to track what you've personally confirmed. Got a correction or tip? Use the Submit a Tip page.

Star Citizen™ and all related marks are owned by Cloud Imperium Rights LLC. This site is not affiliated with or endorsed by CIG.
WIKELO'S EMPORIUM
// ALL KNOWN CONTRACTS — CLICK A MISSION TO VIEW DETAILS & ADD NOTES
⚠ Items marked [ VERIFY ] need in-game confirmation. Green = accurate. Amber = unchecked.  ·  4.7 PTU: New Wikelo ships incoming (RSI Apollo Triage confirmed).
← SELECT A CONTRACT
TO VIEW ITEMS, VERIFY
AND ADD NOTES
ITEM LOCATOR
// WHERE TO FIND EVERY INGREDIENT WIKELO REQUESTS
REPUTATION TRACKER
// WIKELO TRADE REPUTATION — ADDED ALPHA 4.5.0
ENTER YOUR CURRENT REP TIER (0–5)
Rep earned by completing Wikelo trade contracts. Added in 4.5.0. Exact rep values per contract still being confirmed by community.
SHIP REWARD CALCULATOR
// SELECT A SHIP — GET YOUR COMPLETE FARMING PLAN
← SELECT A SHIP
TO SEE YOUR
COMPLETE FARMING PLAN
FAVOR / SCRIP CALCULATOR
// HOW MANY FOXWELL MISSIONS DO YOU NEED TO RUN?
Enter Favors or Scrip needed. Select your farming tier for a mission count and time estimate.
— OR —
ENTER A TARGET TO SEE YOUR PLAN
YELLOW PATROL / AMBUSH
1–4
scrip · 2–4 ships · ~3 min · LOW risk
ORANGE PATROL ★ BEST
8–15
scrip · 6–8 ships · ~4–5 min · MED risk
RED PATROL
18–24
scrip · 10–15 ships · ~6–8 min · HIGH risk
SCRIP → FAVOR RATE
50:1
50 MG Scrip = 1 Wikelo Favor (fixed)
Orange is most efficient — best scrip-per-minute across all tiers.
Ace Pilot bonus: Orange/Red patrols can spawn an Ace Pilot (~25% chance) dropping 1 Ace Interceptor Helmet. Use EMP before destroying the ship — 4.6 loot scatter bug.
Red vs Orange: Red pays ~21 scrip avg vs ~11 for Orange but takes 50–60% longer with much harder fights.
ASD ONYX FACILITY GUIDE
// COMPLETE WALKTHROUGH — PHASE 1 · PHASE 2 · SITE B · LOOT · HAZARDS
FACILITIES
100+
across Stanton moons
PHASE 1 REWARD
5
ASD Drives (one-time)
PHASE 2 REWARD
10
ASD Drives (one-time)
REPEAT RATE
~4–6
drives/hr on Phase 2 repeaters
📷
SHOT NEEDED: FACILITY ENTRANCE
Surface hangars — contact ATC on approach
📷
SHOT NEEDED: MAIN ELEVATOR
Main elevator down — Engineering right, Research left

100+ abandoned underground research sites across Stanton's moons built by Associated Sciences & Development under Dr. Logan Jorrit. Used for unethical experiments on irradiated animals as part of Regen Crisis research. Now abandoned — but not empty. Pirates, elite Sterling guards, escaped Kopion, and unstable power cores make them extremely dangerous and extremely rewarding for ASD Drive and RCMBNT farming.

CONTRACT SOURCEHackrow Agency — Investigation tab
MISSION GIVERArken Mallor
FIRST MISSIONNo QT marker — navigate manually to moon
ENTRYTwo large hangars on surface — contact ATC
SHIP SIZELarge only — XL ships cannot fit
ASD DRIVESAppear at HOME LOCATION — not on your person
LOGGING OUTMid-mission logout cancels all progress
⚠ GROUP WARNING: Only the player who accepted the mission receives ASD Drives on completion. Shared rewards are not available. If running as a group, each player must accept their own mission separately to each earn drives. Running one contract between four players = only one person gets paid.
ENGINEERING → RIGHT from main elevator

Claustrophobic corridors, radiation core with 30-second pulse cycles, zero-G sections, condenser puzzles, fuel reactor.

RESEARCH → LEFT from main elevator

Multi-level labs (sub-levels 4–9). Data collection, Xenotechnology with Vanduul Blade, gravitational anomaly, escaped Kopion in animal testing pens. Access to Site B via sub-level 9.

SITE B → Deepest point via Research sub-level 9

Dr. Jorrit's personal lab. Project Hyperion chamber with disfigured Vanduul specimen. RCMBNT component source. Yormandi boss. Unlocked after Phase 1 + Phase 2.

Step 1Complete Phase 1 (3 missions)
Step 2Complete Eckhart or Red Wind intro
Step 3Phase 2 unlocks + repeatable contracts
Step 4Complete Phase 2 (3 missions)
Step 5Site B unlocks — RCMBNT + Yormandi
RepeatablePhase 2 repeaters: 1 drive each, ~10–15 min
Phase 1 = 3 story missions. Complete all 3 to earn 5 ASD Secure Drives and unlock Phase 2. First mission has no QT marker.
📷
SHOT NEEDED: ENGINEERING ENTRANCE
Engineering wing entrance — turn right from main elevator
📷
SHOT NEEDED: POINT OF NO RETURN
The exit vent — once you drop, you can't go back. Loot first.
📷
SHOT NEEDED: VOLT ZENITH RACK
Free Volt Zenith sniper rifle — weapon rack near the exit vent
📷
SHOT NEEDED: RESEARCH DROP SHAFT
Research sub-level drop shaft — use ladders, fatal fall possible
WINGEngineering
QT MARKERNone on first run
GEARMultitool + mining/repair module
ENEMIESLight/medium pirates, Juvenile Valakkar in tunnels
WALKTHROUGH
1. Land → main elevator down
2. Engineering (right) → download personnel data
3. Move to Research wing → complete objective
4. Return through Engineering → point of no return
5. Navigate pipes section → warehouse
6. Voice recorder in locker
7. Exit via vent system past Volt Zenith weapon rack
8. Lobby elevator to exit
COMMUNITY TIPS
Free Volt Zenith: The weapon rack near the exit vent is easy to miss — look right as you enter the vent section. Always grab it.
Point of no return: Once you drop into the pipe section you cannot easily go back. Loot the warehouse first.
Kopion in tunnels: Juvenile Valakkar in the natural tunnel after the pipes section. They're fast — have your weapon ready before entering.
Multitool tip: If you forgot yours, there are crafting kiosks just inside the hangar entrance. Craft a mining module there before going deeper.
WINGResearch (sub-level 7)
ENEMIESMedium pirates, escaped Kopion
NOTABLE3× weapon racks in security chamber
WALKTHROUGH
1. Sub-level 4 reception → drop down elevator shaft
2. Sprint right then right again across open shaft
3. Sub-level 7 (Analytics)
4. Voice recorder in security room locker
5. Three weapon racks in next chamber
6. Complete data retrieval → exit
WINGSEngineering + Research
REWARD5 ASD Drives + Phase 2 unlock
ENEMIESHeavy Sterling suits, Kopion, Valakkar
WALKTHROUGH
1. Engineering: download Jorrit's recent files
2. Research sub-level 6 (Xenotechnology)
3. Blank data drive from desk → insert into terminal
4. Wait for transfer → recover drive
5. Exit via hidden shaft sprint path
6. Deliver drive to low orbit station
COMMUNITY TIPS
Study the Xeno lab now: Sub-level 6 Xenotechnology has the Vanduul Blade atrium and bio processing unit — memorise this layout because you'll be back here constantly for RCMBNT farming.
Terminal transfer: The data drive transfer takes about 15–20 seconds. Stay at the terminal — walking away cancels it.
Hidden shaft route: The exit uses the same hidden shaft sprint path from P1M1. If you know it, this mission becomes much faster.
Phase 2 = 3 harder missions + unlocks 4 repeatable contract tracks and Site B. Timed sections, more elites, power core run required. Completing all Phase 2 earns 10 ASD Drives.
📷
SHOT NEEDED: POWER CORE OVERVIEW
Power core from entrance — Alpha, Beta, Gamma struts visible
📷
SHOT NEEDED: STRUT SAFE ZONE
Standing on a strut between pulses — the correct sprint path
📷
SHOT NEEDED: EXIT DOOR FAR SIDE
Shielded exit door on the far side of the power core
WINGEngineering → Power Core
KEY HAZARDRadiation pulse EVERY 30 SECONDS
ENEMIESSterling elites — 4 per platform, 6 platforms
WALKTHROUGH
1. Engineering → control room (right side)
2. Upload power data at terminal
3. Retrieve server blade from next room
4. Fuel reactor → time the 30-second pulses
5. Parkour path into reactor core
6. Navigate Alpha/Beta/Gamma struts
7. Use shielded exit door on far side
8. Deliver data to low orbit station
⚠ POWER CORE: Pulse fires every 30 seconds. Count the rhythm, sprint across during the window. Use the 3 large struts (Alpha, Beta, Gamma) as cover. Crossing mid-pulse = death. The exit door is on the OPPOSITE side of where you enter — commit to crossing and don't stop.
COMMUNITY TIPS
Counting the pulse: Listen for the hum buildup before each pulse. Some players count to 28 then sprint — gives a small buffer.
Sterling elites on platforms: You don't have to fight all 24. Snipe from the entrance strut or use the platforms as cover and run past if you're fast enough.
Power Usage Data bug: Community reports this repeatable contract has a bug where the final storage step fails. If it happens, try switching your character body type in the character editor before rerunning.
WINGResearch sub-level 6
KEY MECHANICZero-G server blade retrieval
BUG WORKAROUNDIf door stuck: use right-hand vent
WALKTHROUGH
1. Research sub-level 6 → Energy Lab
2. Pass the drop shaft carefully
3. Collect server blade from Zero-G area
4. Return to office → insert blade into rack
5. Write seismic data onto blade
6. Door stuck? → right-hand vent to climb out
7. Deliver to low orbit station
WINGSEngineering + Research combined
REWARD10 ASD Drives + Site B unlock
DIFFICULTYHardest Phase 2 — group recommended
REPEATABLE CONTRACTS UNLOCKED
After completing all Phase 2 missions, four repeatable tracks unlock:
• Energy Anomaly Data  • Security Data
• Seismic Data  • Power Usage Data
Each pays 1 ASD Secure Drive + aUEC per completion (~10–15 min)
Site B = Dr. Jorrit's personal lab at the deepest point. Access via Research sub-level 9. Requires completing Phase 1 + Phase 2 first. Source of all RCMBNT components and Yormandi boss drops.
📷
SHOT NEEDED: VANDUUL BLADE ATRIUM
Sub-level 6 Xenotechnology — Vanduul Blade + bio processing unit
📷
SHOT NEEDED: RCMBNT BIO PROCESSOR
Bio processing unit — source of PWL and XTL components
📷
SHOT NEEDED: YORMANDI CHAMBER
Yormandi boss chamber overview — Site B deepest level
📷
SHOT NEEDED: YORMANDI WEAK POINTS
Green pustules on the Yormandi body — target these for damage

Jorrit Dossier: Project Hyperion missions are the only source of RCMBNT components. Each run ~15–20 min, yields 1 component. Pick your mission variant before accepting — it determines which component you receive.

CONTRACTJorrit Dossier: Project Hyperion
SOURCEHackrow Agency — Investigation tab
RATE~3.5 components/hr per type
COMPONENT TYPES
RCMBNT-RGL (1, 2, 3)
Gravity Labs variant — select RGL mission
GRAVITY LABS
RCMBNT-PWL (1, 2, 3)
Bio Processing Unit — left of Vanduul Blade (sub-level 6)
BIO PROCESSORS
RCMBNT-XTL (1, 2, 3)
Bio Processing Unit — XTL mission variant
BIO PROCESSORS
COMMUNITY TIPS
RGL = gravity labs, PWL/XTL = bio processors. You need all 9 types for Polaris and Idris-P — plan your runs per type.
Fastest farming route: Once you know the layout, RCMBNT runs take ~12–15 min. The bottleneck is the security checkpoint before the lab antechamber — clear it fast or stealth past.
Don't mix mission variants: Accept the contract before entering. Picking up the wrong component type means the run doesn't count toward your Wikelo contract.
Community maps: MrKraken's companion guide on the RSI Community Hub has detailed floor maps for every wing including Site B — highly recommended for first-timers.

The Yormandi is a massive cave creature in the deepest Site B chamber. Drops Yormandi Eye and Tongue — both needed for multiple Wikelo contracts.

LOCATIONSite B boss chamber — elevator from Site B lobby
DIFFICULTYGroup strongly recommended — 2–4 players
PHASE 1Burrow strikes — watch ground disturbance tells
PHASE 2Target weak vents on body — flank from sides
PHASE 3Acid pools spawn — keep moving constantly
DROPSYormandi Eye + Tongue (~5/hr combined group)
RECOMMENDED LOADOUT
• Heavy armour with radiation resistance
• P8-AR or Fresnel LMG for sustained DPS
• Med-gel (100k aUEC/200 units at hospitals)
• Medic in group for revives
• Clear adds before pulling boss
COMMUNITY TIPS
Music cue: "Onyx Yormandi Battle" plays eerie swells before ambush phases — use it as an audio tell.
Acid pools phase 3: Spawn under you with almost no warning. Never stand still — keep circling.
Role split: One player kites/draws aggro, rest flank the weak vents from the sides. All-frontal DPS extends the fight massively.
Respawn tip: Park your ship outside with a Tier 2+ med bed. If someone dies they respawn on the ship and run back in rather than losing the whole run.
📷
SHOT NEEDED: ORANGE LOOT BOX
Orange loot box — source of ASD Geist armor pieces
📷
SHOT NEEDED: ASD GEIST ARMOR
ASD Geist Stealth Armor set — rare orange box drop
Phase 1 completion5 drives (one-time only)
Phase 2 completion10 drives (one-time only)
Phase 2 repeatable1 drive per run (~10–15 min)
Farm rate~4–6 drives/hr on repeaters
WHERE THEY APPEARHOME LOCATION inventory — not on your person
IMPORTANT
Drives appear in your Home Location inventory — check the freight elevator at your home hangar if you can't find them.
Golem Rocks
×15
Spirit Cargo Mod
×8
Snow Snipe
×7
Hide Snow Suit
×4
Asgard Fight Mod
×3
Starlifter A2 War Mod
×6
New Make Polaris
×15
Starlancer MAX Mod
×30
Idris-P
×30
Volt Zenith Sniper Rifle
Weapon racks — Engineering + Research storage rooms
WEAPON RACK
ASD Geist Stealth Armor
Orange loot boxes — Engineering + Research wings
ORANGE BOX
ASD Geist (Black variant)
Same orange boxes — rare. Can take dozens of runs.
RARE
NN-13 Cannon
Orbituary Hangar 30 or Onyx loot rooms — duplicate at printers
PRINTER
Yormandi Eye + Tongue
Yormandi boss, Site B — ~5/hr group farm
BOSS
RCMBNT Components (×9 types)
Project Hyperion missions, Site B
MISSION
1. Orange loot boxes → Geist armor pieces
2. Weapon racks → Volt Zenith Sniper
3. Security room lockers → voice recorders + bonus gear
4. Freight elevator → store valuables before exiting
Items in local inventory may not persist across major patches. Use ship cargo for anything you want to keep long-term.
📷
SHOT NEEDED: ZERO-G SECTION
Zero-G EVA section in Engineering wing
📷
SHOT NEEDED: RADIATION ZONE
Engineering fuel reactor radiation zone — stay behind barriers
⚠ POWER CORE PULSE — Every 30 seconds. Count rhythm, sprint during window. Use Alpha/Beta/Gamma struts as cover. Mid-pulse = near-instant death.
Radiation zonesEngineering fuel reactor and power core — use barriers
Zero-G sectionsEVA required in Engineering and Site B areas
Pipes puzzleEngineering — requires multitool. Craft on-site if needed.
Drop shaftsResearch — fatal falls possible. Use ladders.
Point of no returnEngineering — loot everything before crossing
Gravitational anomalyResearch Energy Lab — smaller than power core but still dangerous
ArmourHeavy with radiation resistance
MultitoolRequired — mining + Cambio SRT modules
MedicalMed-gel (100k/container). Tier 2 med bed on ship outside.
WeaponsP8-AR, Fresnel LMG, or Volt Zenith — sustained DPS required
ShipLarge hangar only — XL ships cannot enter
Light Pirates
Entrance areas — easy solo
EASY
Medium Pirates
Research wing — watch flanks
MEDIUM
Sterling Elite NPCs
Power core — 4 per platform, 6 platforms, high HP
HARD
Juvenile Valakkar
Engineering tunnel — fast, moderate damage
MEDIUM
Escaped Kopion
Research lower levels — former animal testing pens
EASY
Yormandi
Site B boss chamber — multi-phase, group required
BOSS
🔑 First visit — no QT marker. Navigate to moon manually.
🔑 ASD Drives → Home Location inventory, not character. Check freight elevator at home hangar.
🔑 Group runs — EACH player must accept their own mission. Only the mission acceptor receives drives. Running one contract as a group = one payout total.
🔑 Logout mid-mission cancels all progress. Finish or stay logged in.
🔑 30-second pulse — listen for the hum buildup, sprint on the silence.
🔑 Door bug P2M2 → right-hand vent to climb out.
🔑 Power Usage Data bug → try switching character body type in character editor if final step fails.
🔑 Multitool — craft at kiosks just inside the hangar if you forgot one.
🔑 Site B — Phase 1 AND Phase 2 both required first.
🔑 RCMBNT — choose variant before accepting mission, not after.
🔑 Terminal transfers — stay at the terminal until it completes (~15–20 sec). Walking away cancels it.
📋 COMMUNITY MAPS: MrKraken's Onyx Companion Guide on the RSI Community Hub has detailed floor maps for every wing including Site B. Search "Onyx Companion Guide MrKraken" on the RSI Community Hub — highly recommended before your first run.
SC NEWS FEED
// PATCH NOTES · PTU · COMM-LINK · DEV TRACKER — AI SUMMARISED
PROGRESS TRACKER
// YOUR INVENTORY · PIN TARGET CONTRACTS · TRACK YOUR GRIND IN REAL TIME
Enter what you currently have. Pin contracts you're working toward. Progress bars update instantly as you type.
Saved automatically to your browser. Clears if you reset or clear browser data.
ITEM SHOPPING LIST
// SELECT MULTIPLE CONTRACTS — GET ONE MERGED LIST OF EVERYTHING YOU NEED
Select the contracts you want to complete. All ingredients are merged and deduplicated. Your Progress Tracker inventory is automatically subtracted to show only what you still need.
SELECTED CONTRACTS
NO CONTRACTS SELECTED YET
← ADD CONTRACTS ON THE LEFT
TO BUILD YOUR SHOPPING LIST
WIKELO EMPORIUM LOCATIONS
// THREE STATIONS IN STANTON — ANY ACCEPTS ANY CONTRACT
All three Emporiums accept all contracts regardless of which one you picked up the mission from. Turn in at whichever is closest to your current position. Rewards appear in that station's local inventory — check the freight elevator on-site.
📷 EMPORIUM STATION PHOTOS
📷
SHOT NEEDED: KINGA STATION
Kinga Station exterior — asteroid base near microTech
📷
SHOT NEEDED: DASI STATION
Dasi Station exterior — asteroid base near Hurston
📷
SHOT NEEDED: SELO STATION
Selo Station exterior — asteroid base near Yela (Crusader)
📷
SHOT NEEDED: FREIGHT ELEVATOR
Freight elevator interior — where you turn in contract items
KINGA STATION
WIKELO EMPORIUM · NEAR MICROTECH
SYSTEMStanton
PLANETmicroTech (Stanton IV)
TYPEAsteroid Base
NEAREST LZNew Babbage
NEARBY ITEMSTundra Kopion Horn (~36km from New Babbage)
Carinite mining on Calliope/Lyria
TRAVEL TIP
Good base if you're farming Tundra Kopion Horns (MT Datacenter KH3, heading 231°) or running Onyx missions on Calliope. MIC-L orbital stations nearby for refining.
DASI STATION
WIKELO EMPORIUM · NEAR HURSTON
SYSTEMStanton
PLANETHurston (Stanton I)
TYPEAsteroid Base
NEAREST LZLorville
NEARBY ITEMSCave Kopion Horns (Hurston R&R caverns)
Aberdeen mining (Carinite, Jaclium)
Foxwell Orange Patrols (MG Scrip)
TRAVEL TIP
Best hub if you're running Foxwell Enforcement patrol missions — Lorville is a major contract source. Cave Kopion Horn farming is also Hurston-side. HUR-L orbital stations for refining.
SELO STATION
WIKELO EMPORIUM · NEAR YELA (CRUSADER)
SYSTEMStanton
PLANETCrusader (Stanton II)
MOONYela
TYPEAsteroid Base
NEAREST LZOrison (Crusader) · GrimHEX (Yela)
NEARBY ITEMSJaclium/Saldynium mining on Yela
Aaron Halo (Quantainium, Carinite)
Onyx missions on Cellin/Daymar
TRAVEL TIP
Best hub for mining runs — Aaron Halo asteroid belt is right here for Quantainium and Carinite. GrimHEX nearby for restocking. CRU-L orbital stations for refining.
Step 1Land at any Emporium hangar (contact ATC)
Step 2Enter the station — find the freight elevator
Step 3Place all required items into the freight elevator
Step 4Submit the contract through your mobiGlas
Step 5Reward appears in that station's local inventory
Collect rewardAccess local inventory at the same freight elevator
Never over-submit. If you put in more items than required, the extras are NOT returned. Submit exact quantities only.
Any stationAll 3 accept any contract regardless of origin
Reward locationAppears at the station you turned in at — not home
Retrieve bugIf reward prompt fails, select "Decline" — items appear in local inventory automatically
Ship sizeLarge hangars — most ships fit. XL ships may struggle.
Multiple contractsYou can turn in multiple contracts in one visit — batch your runs
EFFICIENCY TIP
Pick the Emporium closest to your last farming activity. If you've been running Foxwell patrols near Hurston, turn in at Dasi. If you've been mining Aaron Halo, turn in at Selo. Every QT jump saved adds up over a long session.
HURSTON (I)
Dasi
Aberdeen mining · Foxwell patrols · Cave Kopion
CRUSADER (II)
Selo
Yela mining · Aaron Halo · Onyx on Cellin/Daymar
ARCCORP (III)
No Emporium · Trade terminals · Urban
MICROTECH (IV)
Kinga
Tundra Kopion · Lyria/Calliope Onyx · Carinite
Pyro (the next star system via jump gate) is where Storm Breaker events and Valakkar farming happens. It's a lawless system — no Emporiums there. Farm in Pyro, then jump back to Stanton to turn in at your nearest Emporium.
PYRO SYSTEM GUIDE
// STORM BREAKER · JUMP GUIDE · SURVIVAL · STATIONS · VANDUUL FARMING · CONTESTED ZONES
⚠ Pyro is a fully lawless system. No UEE law enforcement. No green zones. No respawn protection. Open PvP everywhere. Everything you do there is at your own risk.
LAW STATUS
LAWLESS
No UEE jurisdiction
PLANETS
6
Pyro I–VI
MAJOR STATIONS
3
Ruin · Checkmate · Orbituary
KEY ACTIVITY
Storm Breaker · Contested Zones
Valakkar · DCHS · Vanduul
⚡ Storm Breaker is a multi-stage sandbox PvE activity across Pyro IV and Pyro I. It's the only source of Irradiated Valakkar Fangs and Pearls — required for many hard Wikelo contracts. Open PvP throughout. Recommended group size: 3–6.
📷
SHOT NEEDED: FARRO DATA CENTER
Farro Data Center exterior — Pyro IV, one of 10 locations
📷
SHOT NEEDED: LAZARUS COMPLEX
Lazarus Complex — Pyro I, shuttle access only due to radiation
📷
SHOT NEEDED: CALLING TOWER
The Calling Tower — bring the egg here to summon the Apex Valakkar
📷
SHOT NEEDED: APEX VALAKKAR
Apex Valakkar in combat — green pustules are the weak points
Apex Boss6× Irradiated Valakkar Fang (Apex)
Apex Boss15× Irradiated Valakkar Pearl (AAA)
Adult ValakkarFang (Adult) — non-boss spawns
Juvenile ValakkarFang (Juvenile) — lighter variant
Loot roomsPrism Laser Shotgun (base), weapons, armour
HARVEST METHOD
Fangs and Pearls must be manually harvested from the Valakkar corpse using a multitool after the kill. Use a tractor beam to move them to the freight elevator for extraction — they cannot be carried in backpack inventory.
SuitSterling, Nav-E, or GEO Scout — radiation resistant
Decon penRequired for heavy armour users entering rad zones
WeaponsHeavy sustained DPS — P8-AR, Fresnel LMG
MedicalAdvanced med injectors + recovery beacons
VehicleATLS IKTI ideal for boss fight — restores in-facility
ShipMedical bed on ship outside Lazarus for revives
KeycardASD Maintenance Keycard — needed to power ATLS
Step 1 — Pyro IVVisit Farro Data Center (one of 10 on Pyro IV)
Step 2Non-lethally take down scientist → get Lazarus Specimen Cache access card (or print at terminal)
Step 3Trigger card printing → defend 3 min vs escalating waves
Step 4Exit via rear stairs (safer than front)
Step 5 — Pyro IQT to one of 6 Lazarus Complexes — shuttle access only due to extreme radiation
Step 6Use maintenance keycard to restore power → unlock ATLS IKTI in garage
Step 7Retrieve Valakkar egg from specimen cache
Step 8Carry egg to Calling Tower → summon Apex Valakkar
Step 9Fight → harvest → freight elevator extraction

The Apex Valakkar is a massive irradiated sandworm — the hardest open-world boss in Pyro. Three distinct attack phases, escalating intensity.

Weak pointsGreen pustules on body — target these for damage
Attack 1Irradiated bile spit — ranged, zone denial
Attack 2Ground slam — devastating melee range
Attack 3Summons smaller wormlings — clear adds first
Phase tellsThrashing + lightning strikes signal phase changes
Death rattleGet distance — AOE bile burst on death
COMMUNITY TACTICS
ATLS IKTI is king: The mech soaks damage and deals heavy DPS — prioritise getting it powered up before engaging.
Flank the pustules: Don't DPS from the front — circle to the sides where green weak points are exposed.
Ground vehicles: Ballista or Centurion for long-range suppression while others flank on foot.
Stage management: Kill wormlings immediately when they spawn or they overwhelm quickly.
AccessTransit shuttles only — extreme radiation blocks ships
Complexes6 Lazarus locations on Pyro I — find via Lazarus terminals
InfirmaryEach complex has respawn infirmary inside
ATLS garageEach has ATLS IKTI — restore power with maintenance key
RadiationConstant — suit required at all times
Storm hazardsDynamic storms reduce visibility and cause damage
Storm Breaker is entirely open PvP. Every phase from Pyro IV to the boss fight can be interrupted by other players. Community strategies for surviving PvP pressure:
🔑 Timing: Low-pop server windows (late night, early morning) dramatically reduce interference.
🔑 Security role: Dedicate 1–2 players to ship/air defence while others run the mission.
🔑 Stealth approach: Non-lethal takedowns in Farro Data Center don't trigger global alerts.
🔑 Medical ship: Park a ship with Tier 2+ med bed near Lazarus for rapid respawn and re-engagement.
🔑 Extraction: Use freight elevators to move loot to transit hub before attempting extraction — don't carry it manually.
📷
SHOT NEEDED: ALIGNMENT RINGS
Green alignment rings — stop before the last ring, let gate pull you in
📷
SHOT NEEDED: WORMHOLE INTERIOR
Inside the wormhole tunnel — stay centred during transit
📷
SHOT NEEDED: PYRO GATEWAY
Pyro Gateway station on the Stanton side — refuel here before jumping

The Stanton–Pyro jump point is a permanent, medium-class jump point — stable, large enough for any ship size. Added in Alpha 4.0. Pyro Gateway (Stanton-side) is owned by Hurston Dynamics following the Race for Stanton event.

Gate namePyro Gateway (Stanton) → Stanton Gateway (Pyro)
LocationQT target "Pyro Gateway" — appears in Stanton starmap
SizeMedium — all ship sizes supported including capital
ServicesPyro Gateway has refueling, cargo, Casaba Outlet
Return gateStanton Gateway (Pyro) — near Pyro–Stanton jump
1. QT to Pyro Gateway from any Stanton location
2. Approach the gate — green alignment rings will appear
3. STOP before the last ring — don't overshoot
4. Wait for the gate to pull you in — it's automatic once aligned
5. Navigate the wormhole tunnel — stay centred
6. You'll exit in Pyro near Stanton Gateway — in a gas cloud/asteroid field
7. QT to your destination in Pyro from there
⚠ The most common mistake is approaching too fast and bouncing off the gate or overshooting. Slow down well before the alignment rings appear.
No rings showingCheck Diagnostics MFD — confirm you have a Jump Module installed
Bouncing off gateApproach speed too high — bleed off velocity 3–4 km out
Spat out mid-wormholeKnown bug — re-approach gate from Stanton side to retry
Collision on exitPyro exit has multiple scatter points to prevent camping — normal
Jump module missingNot the same as Quantum Drive — check ship loadout at ASOP
☐ Ship fully fuelled (no fuel at many Pyro locations)
☐ Radiation suit equipped (needed for Pyro I/IV)
☐ Medical supplies stocked (limited at Pyro stations)
☐ Jump Module installed and functional
☐ Home location set in Stanton (if you want to respawn there)
☐ Friends notified / group formed
☐ Know your destination in Pyro before jumping
📷 SURVIVAL PHOTOS
📷
SHOT NEEDED: RADIATION SUIT
Sterling or Nav-E suit equipped — required for Pyro I and IV
📷
SHOT NEEDED: MEDICAL BED SHIP
Ship with Tier 2+ medical bed — your respawn anchor in Pyro
LawNone — no UEE, no crime stats, no security response
PvPEverywhere, always. No safe zones.
RespawnHome location must be set — defaults to last used medical
EconomyRough & Ready faction controls most stations — limited stock
RadiationPyro I and IV have lethal ambient radiation — suit mandatory
TemperaturesExtreme on most planets — environmental suit required planetside
AI hostilityAll AI in Pyro is hostile — no allied NPCs
Priority 1Radiation-resistant suit (Sterling, Nav-E, GEO Scout)
Priority 2Decontamination pens — needed for heavy armour users
Priority 3Advanced med injectors — hospitals are distant
Priority 4Recovery beacons — group revive capability
ShipTier 2+ medical bed onboard for in-field respawn
FuelTop up at Pyro Gateway before going deep in system
IMPORTANT
Your respawn location in Pyro is wherever your last medical facility interaction was — not your Stanton home location. Set this deliberately. A ship with a Tier 2 bed near your farming location is the best respawn anchor.
Solo players: Always have a med ship parked close. Dying far from any station in Pyro can mean a very long respawn walk.
Groups: Designate one ship as the medical ship — keep it safe and close. The group's respawn efficiency determines how long you can sustain operations.
Bed logout: Logging out in Pyro with a ship bed means you'll log back in on that ship. Use this for long sessions.
Stanton Gateway (Pyro)
Arrival point — relatively quiet, no faction control
LOW
Checkmate Station
Rough & Ready territory — moderate player traffic
MED
Ruin Station
XenoThreat controlled — hostile NPCs, heavy player activity
HIGH
Farro Data Centers (Pyro IV)
Storm Breaker start — contested by players
HIGH
Lazarus Complexes (Pyro I)
Storm Breaker end — extreme radiation + PvP
EXTREME
Open space / asteroid fields
Pirates, Vanduul wrecks — ambush risk
MED
All three major Pyro stations offer the same base services (refuel, restock, medical). None have green zones — PvP is possible at all of them.
📷 STATION PHOTOS
📷
SHOT NEEDED: CHECKMATE EXTERIOR
Checkmate Station — Pyro II orbit, main hub of the system
📷
SHOT NEEDED: RUIN STATION EXTERIOR
Ruin Station — Pyro VI, XenoThreat controlled, most dangerous
📷
SHOT NEEDED: ORBITUARY EXTERIOR
Orbituary — Pyro VI near Bloom, best for NN-13 farming
📷
SHOT NEEDED: STANTON GATEWAY PYRO
Stanton Gateway on the Pyro side — arrival point from Stanton
CHECKMATE STATION
PYRO II ORBIT · ROUGH & READY
LocationPyro II (Monox orbit) — centre of the system
Best forMain hub — closest to everything in Pyro
DCHS Boards4 Blue keycard printers — most accessible source
TravelEqual distance to Pyro I, III, IV, VI
TIP
Checkmate's 4 blue keycard printers are the easiest DCHS board farming path — only 2 fuse doors to reach them. Good AFK farming spot in the green rooms.
RUIN STATION
PYRO VI ORBIT (TERMINUS) · XENOTHREAT
LocationTerminus (Pyro VI) — outer system
ControllerXenoThreat — most dangerous station
DCHS BoardsVault access — Ghost Arena keys required
NotableCorner Four drug labs, Neutrality bar (safest area)
⚠ Most hostile station in Pyro. NPC XenoThreat guards are aggressive. High player-kill activity. Go with backup or know the layout well before visiting solo.
ORBITUARY
PYRO VI ORBIT (BLOOM) · ROUGH & READY
LocationBloom (Pyro VI) — outer system
Best forNN-13 Cannon farming, DCHS boards
DCHS Boards2 Blue printers — behind red supervisor door
NN-13 CannonHangar 30 — regular spawn point
TIP
Orbituary Hangar 30 is the best consistent NN-13 Cannon spawn. Farm here then duplicate at item printers. Blue keycard printers are harder to reach here than at Checkmate.
STANTON GATEWAY
PYRO SIDE · JUMP POINT ARRIVAL
LocationNear the Pyro–Stanton jump point
PurposeArrival/departure point — refuel, restock before Stanton jump
ServicesRefuel, med supplies, cargo — limited stock
DangerSurrounded by dense nebula and debris — navigate carefully
TIP
Top up fuel here before jumping back to Stanton if you've been deep in Pyro. The nebula and debris around Stanton Gateway make it tricky to navigate at speed.
Vanduul Metal and Plating are needed for multiple Wikelo armor and weapon contracts. Pyro is the best source. Nyx Vanduul-Tech missions (Auxilia station) are the fastest alternative.
📷 VANDUUL FARMING PHOTOS
📷
SHOT NEEDED: SCYTHE OR BLADE WRECK
Vanduul Scythe or Blade wreck — best drop rate for Metal and Plating
📷
SHOT NEEDED: VANDUUL LOOT
Vanduul Metal and Plating items — collect with tractor beam
Best ships to targetScythe + Blade — highest Metal/Plating drop rate
LocationOpen space in Pyro — patrol routes near Pyro II/III
MethodDestroy wreck → EVA to collect → tractor to ship cargo
Rate~8 Vanduul Metal or Plating per wreck run
HazardVanduul escorts spawn — clear before looting
PvP riskMedium — wrecks are in open space, easy ambush
SourceVanduul-Tech missions — Auxilia station in Nyx
Rate~8 per run — fastest consistent source
PvP riskLow — Nyx is lower population than Pyro
AccessJump from Pyro or QT from Stanton via Magnus Gateway
RECOMMENDATION
For most players Nyx Vanduul-Tech missions are safer and more predictable than hunting wrecks in open Pyro. Use Pyro wrecks if you're already in system for other farming.
Vanduul Metal
Hull plating from Scythe/Blade wrecks — most common
COMMON
Vanduul Plating
Internal structural plating — slightly rarer
UNCOMMON
Testudo Clanguard needs 15 Metal + 15 Plating
Boomtube Clanguard needs 2 Metal + 2 Plating
RSI Meteor Mod needs 10 Metal + 10 Plating
L-21 War Special needs 5 Metal + 5 Plating
Where Wolf? Here Wolf needs 10 Metal + 10 Plating
🔑 Snub ships: Use a Gladius or Hornet to clear Vanduul escorts before bringing in your cargo ship.
🔑 EMP trick: Disable Vanduul ships rather than destroying — keeps the wreck intact and reduces debris scatter.
🔑 Tractor beam: Essential for loot collection — ensure your ship or suit has one equipped.
🔑 Batch runs: Fill your cargo hold before returning — multiple wrecks per trip maximises efficiency.
Contested Zones are the source of DCHS-05 Orbital Positioning Comp-Boards — needed for F8 Stealth, Navy F7, Sneaky Stabber, Starlifter A2, and more. Three primary zones, each with different keycard systems.
📷 CONTESTED ZONE PHOTOS
📷
SHOT NEEDED: BLUE KEYCARD PRINTER
Blue keycard printer at Checkmate — 4 available, easiest access
📷
SHOT NEEDED: RUIN VAULT ENTRANCE
Ruin Station Ghost Arena vault — three unique keys required
📷
SHOT NEEDED: DCHS BOARD
DCHS-05 Orbital Positioning Comp-Board item — what you're farming for
📷
SHOT NEEDED: ITEM PRINTER
Item fabricator printer — duplicate DCHS boards here once you have one

Each contested zone has locked doors requiring keycards of different tiers. Keycards are printed at kiosks inside each zone — the kiosks have a 30-minute cooldown between prints.

Fuse DoorsOpened by inserting a Fuse from nearby red sparking boxes
Blue Keycard DoorsPrinted at Blue Keycard printers — most common
Red Keycard DoorsPrinted at separate asteroid bases near Bloom orbit
Ghost Arena KeysRuin Station only — three unique keys behind fuse doors
Printer cooldown30 min — all keycard printer types
Checkmate Station
4 Blue keycard printers — easiest access (2 fuse doors)
EASIEST
Orbituary Hangar 30
2 Blue printers behind red supervisor door
MEDIUM
Ruin Station Vault
Ghost Arena — three unique keys required
HARDEST
Item Printers
Duplicate boards at printers once you have one — key tip
SMART
DUPLICATION TIP
Once you have one DCHS-05 board, you can duplicate it at item fabricator printers in the contested zones. This is far faster than farming individual boards from keycard rooms. Prioritise getting your first board, then use printers for the rest.

Three Executive Hangar asteroid bases near Pyro star (PYAM-EXHANG-0-1 — search starmap by panning manually, not by name). Inserting all 7 compboards grants ownership of a rare military or stealth ship variant. Doors close after 30 minutes — anyone inside is killed when they close.

Boards requiredAll 7 compboards from the three contested zones
RewardMilitary or stealth variant ship — random from pool of 7
Door timer30 minutes after opening — alarm before close — exit immediately
Grade A componentsAlso found inside — high-tier ship components
⚠ The hangar doors KILL any players or ships inside when they close. Do not linger after the alarm sounds. This is not a joke — the timer is real and enforced.
4.7 CRAFTING GUIDE
// ITEM FABRICATOR · BLUEPRINTS · MATERIAL QUALITY · DISMANTLING · KNOWN ISSUES
NEW IN 4.7
⚡ Crafting is live in Alpha 4.7. This guide covers confirmed PTU data — some numbers may shift on Live release. Community-verify and submit corrections via the tip form.
FABRICATOR COST
~95K
aUEC at any refinery shop
BLUEPRINT DROP RATE
~25%
per qualifying mission
BLUEPRINTS
account-bound forever
Q0 MATERIAL PENALTY
SEVERE
stats below baseline

The Item Fabricator is a deployable crafting station — a physical machine you place in your hangar or ship cargo hold. It handles both crafting new items from blueprints and dismantling existing gear back into materials.

WHERE TO BUYAny refinery shop (MIC-L1 recommended — lower population)
COST~95,000 aUEC
GOT ONE FREE?Completing Alliance Aid event in 4.6 awarded a free Fabricator
WHERE TO PLACEPersistent hangar or ship cargo hold (enables mobile crafting)
RETRIEVE ITThrough the freight elevator — same as Wikelo items
MOVING ITClose the door before moving with tractor beam or it bugs
STORAGE TIPKeep on freight elevator when not in use to prevent hangar despawn
1. Buy Fabricator at any refinery shop (~95K aUEC)
2. Place it in your hangar via freight elevator
3. Interact with the Fabricator screen
4. Select a blueprint from your list
5. Assign materials to the required slots
6. Choose delivery location (local inventory or cargo grid)
7. Confirm — item enters the crafting queue
8. Check History tab when complete — collect from delivery location
⚠ If you don't unload finished jobs before a server 30K, items may not persist. Always collect from the Fabricator after each session.
Select blueprintClick blueprint — see required slots and stat influences
Assign materialsDrag manually or use Auto-fill Best / Worst buttons
Double-click materialPlaces it in the first valid slot automatically
Min quality slotsSome slots have minimum quality requirements — check before filling
Remove materialClick to remove before confirming — can't change mid-craft
Delivery locationLocal inventory (if in range) or Fabricator cargo grid — remembered per blueprint
Queue viewSeparate queues for crafting and dismantling — move items between pending/in-progress
History tabShows all completed jobs with output stats
COMMUNITY TIP
Always hit Clear Queue before starting a new craft. A known bug causes the UI to ghost stats from your previous job — you might see P4-AR stats on armor if you skip this step.

You can set up the Fabricator inside a ship with a large enough interior — enabling crafting during long Pyro hauls without returning to station. Best ships for mobile crafting: C2 Hercules, Carrack, Hull series.

RequirementShip interior large enough to place the Fabricator unit
MaterialsMust be in ship local inventory for Fabricator to access
Best use caseLong Pyro mining sessions — mine ore, craft ammo/gear in-flight

Blueprints are the instruction sets your Fabricator reads to know what to build. Every craftable item requires its own blueprint. Once obtained, a blueprint is permanently bound to your account — it survives death, server resets, and patches.

Starting blueprintsA set of default blueprints on all accounts from day one
Additional blueprints~25–30% drop chance from qualifying missions
Account-boundPermanent — survive death, wipes, patches
Tradeable?No — cannot be sold, traded, or gifted to other players
Duplicate dropsSystem gives you a different blueprint from the remaining pool
View unlockedOpen any Fabricator — all your blueprints are listed with material requirements
Gilly Missions
Industrial / hauling contracts — reliable drop source
~25%
FPS Combat Missions
Bunker, bounty, mercenary contracts
~25%
Foxwell Patrol / Ambush
Orange and Red tier patrol contracts
[ VERIFY ]
Large / Exclusive Missions
Some larger missions have exclusive blueprint pools
EXCLUSIVE
STRATEGY
Focus one mission type per session. Pick the faction whose blueprint drops you want and grind their chain until the pool empties. Jumping between factions slows collection significantly.

4.7 T0 crafting covers FPS gear and ammunition. Ship components are not yet craftable (planned for later tiers).

FPS Weapons
P4-AR, P6LR confirmed — others being documented
CRAFTABLE
Armor Sets
Multiple armor types — NTM, Defiance confirmed dropping
CRAFTABLE
Ammunition
P4-AR ammo confirmed — requires Hephaestanite + Iron (2 SCU each)
CRAFTABLE
Consumables
MedPens, Oxypens — use dismantled Q500+ scrap
CRAFTABLE
Ship Components
Not yet — planned for future crafting tiers
FUTURE
Full blueprint list is still being documented by the community. Use the Blueprint Tracker page to log what you've unlocked.
🔑 Focus one faction — jumping between factions fragments your pool progress
🔑 Check unlock chains — some missions require completing earlier contracts first
🔑 Bring good gear — FPS missions need a capable loadout to complete efficiently
🔑 Group up — harder missions with exclusive blueprints are faster with 2–3 players
🔑 Track your unlocks — use the Blueprint Tracker page so you know what's left in the pool
⚠ CRITICAL: Q0 (shop-bought) materials do NOT produce baseline stats — they produce BELOW baseline. Using Q0 materials on weapons reduces ROF, impact force, and increases recoil. Always mine or dismantle for higher quality materials.

Every mineable resource in 4.7 now has a quality value (QR) visible in the mining UI, inventory, and crafting UI. Quality persists through refining — Iron Ore at Q600 becomes Iron at Q600. Higher quality inputs produce better crafted items.

Q0 (shop-bought)BELOW baseline stats — avoid for weapons/armor
Q300+Fine for ammo and consumables — bullets don't need to be high quality
Q500+Dismantled scrap baseline — good for consumables and basic gear
Q700+Good for armor and secondary weapon stats
Q900+High-end — reserve for primary armor and optics
Quality persists?Yes — through all refining stages
Pyro advantageIncreased chances for higher quality materials in Pyro
COMMUNITY TESTED IN 4.7 PTU — P4-AR WITH Q0 MATERIALS:
Rate of Fire−97 rounds/sec vs baseline
Impact Force−7.5% vs baseline
Recoil Kick+40% vs baseline
VERDICT
Shop-bought materials are a last resort for weapons and armor. For ammo and consumables they're acceptable — a bullet's quality matters far less than a rifle's components.
Hephaestanite
Ammo crafting — buy at Pyro Gateway (Stanton side) or mine
AMMO
Iron
Ammo crafting — Pyro Gateway sells Q0 stock
AMMO
Aluminum
General crafting component — widely available
GENERAL
Orotite
High-end armor and optics — mine in Pyro for best quality
HIGH TIER
Carinite
High-end crafting — already familiar from Wikelo contracts
HIGH TIER
Janalite
NEW in 4.7 — surface mineable on some planets and moons
NEW 4.7
Sevelium / Lindenium / Orite
New crafting resources being documented — [ VERIFY ]
VERIFY
🔑 Ammo only: Q300 shop materials are fine — use Pyro Gateway for quick stock
🔑 Consumables: Dismantle looted basic gear — yields flat ~Q500 materials
🔑 Armor/weapons: Mine in Pyro for Q700–Q900+ — don't buy from shops
🔑 Pyro first: Higher quality material chances than Stanton across all types
🔑 Don't waste: High-purity Orotite and Carinite are for primary gear only — not ammo

Dismantling turns eligible gear back into raw materials using the Fabricator's recycler shelf. This is the fastest way to get crafting materials without mining — especially for consumables.

Where to dismantleFabricator shelf — not the crafting interface
Eligible itemsBasic, non-variant items only — variants cannot be dismantled
Player-crafted itemsReturn materials at the same quality used to craft them
Looted/shop itemsReturn materials at flat default quality (~Q500)
Non-craftable itemsCannot be dismantled — no crafting recipe = no dismantle
Basic P4 or ADP Helmet
Pick up from bunkers — yields flat ~Q500 materials
GREAT
Common FPS Weapons
Standard variants from mission loot — not weapon variants
GOOD
Basic Armor Pieces
Standard armor found in derelicts and bunkers
GOOD
Weapon Variants (e.g. Wikelo skin guns)
Cannot be dismantled — variants are excluded
NO
LOOP TIP
Pick up every basic helmet or weapon you find in bunker missions. Throw them all in the Fabricator recycler. Use that ~Q500 scrap material for all your MedPens, ammo, and Oxypens. Save your mined high-quality ore for armor and weapons.
Use dismantling for:
• Consumables — MedPens, Oxypens, Ammo (Q500 is enough)
• Quick materials when you can't mine
• Clearing inventory of unwanted basic gear

Use mining for:
• Weapons and armor (need Q700+)
• Optics and high-end components (need Q900+)
• Building up a material stockpile for long crafting sessions
P4-AR ammo requires 2 SCU each of Hephaestanite and Iron per batch of ~6 magazines. Community testing found this is expensive relative to buying ammo from shops. Crafting ammo makes sense only if you're already in Pyro and need resupply — otherwise just buy it. CIG has noted the cost balance is not final.
These are confirmed bugs from 4.7 PTU testing. Some may be fixed on Live release — submit updates via the tip form.
⚠ FABRICATOR UI GHOST STATS — Most critical bug. Stats from your previous craft job can appear on your new craft. Always hit Clear Queue before starting a new blueprint. Skipping this can produce items with wrong stat displays leading to inventory desync.
Ghost stats bugClear Queue before every new craft — always
Items not persistingCollect from Fabricator before server 30K — not auto-saved
Fabricator move bugClose door before moving with tractor beam
Ammo cost balance2 SCU per small ammo batch — flagged by CIG, not final
Q0 baselineStore materials produce below-baseline stats — may be adjusted
Fabricator disappearCan despawn from hangar — keep on freight elevator when not in use
Material distributionNot final — rock distribution will change with Planet Tech v5
🔑 Ghost stats: Click Clear Queue → wait 3 seconds → then select new blueprint
🔑 Items lost at 30K: Collect before logging out or during lulls in activity
🔑 Fabricator despawn: Store on freight elevator, not on hangar floor
🔑 Tractor beam move: Close all Fabricator doors first — then tractor
🔑 Ammo efficiency: Buy ammo from shops for now unless you're already in Pyro with materials
VERIFY ON LIVE
This guide is based on Open PTU data as of March 2026. Some bugs may be fixed before or shortly after Live release. Submit corrections via the Submit a Tip page and they'll be updated here.
4.7 BLUEPRINT TRACKER
// TRACK WHICH BLUEPRINTS YOU'VE UNLOCKED — SAVED TO YOUR BROWSER
Tick each blueprint as you unlock it. Progress saves to your browser. The full blueprint pool is still being documented by the community — items marked [ VERIFY ] need in-game confirmation.
FARMING ROUTE OPTIMIZER
// SELECT CONTRACTS — GET AN ORDERED ROUTE OF WHERE TO GO AND WHAT TO FARM
Select the contracts you want to complete. Your route is generated automatically — stops are ordered for maximum efficiency, grouped by location so you're never backtracking unnecessarily. Inventory from your Progress Tracker is subtracted automatically.
SELECTED CONTRACTS
NO CONTRACTS SELECTED YET
← ADD CONTRACTS ON THE LEFT
TO GENERATE YOUR FARMING ROUTE
SUBMIT A TIP
// HELP KEEP VERSE INTEL ACCURATE — REVIEWED BEFORE PUBLISHING
Found a better location? Confirmed a [ VERIFY ] item? Got a correction?
Submit here — reviewed tips get added and credited to your handle.
Reviewed before going live. Credit by handle if provided.
✓ TIP RECEIVED — THANK YOU, CITIZEN.
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