FLOPPY SPACEWIKI / FIELD MANUAL
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Reference: Experimental 0.41Menu / Back: Esc native · F8 itch
PILOT REFERENCE

The 116-lesson pilot route

The same ordered tutorial is used across the current native and browser references. Platform key labels differ.

At a glance

Lessons
116
Starting credits
200
First working fund
3011 credits while docked
Native menu / browser menu
Escape / F8

Field notes

The fund is an actual wallet target. Unsold materials do not lower it, and Continue rechecks readiness. The next lessons gather and fabricate a component rather than repeating the refinery lesson.

The tutorial is optional: H hides guidance. Its lesson list shows the current step. Completed objectives still need their intended review/Continue where applicable.

All 116 lessons

The instructions below are the current authored game text. Read ESC as F8 in itch. Remapped actions use their actual key in the game.

Lesson 1 Choose a career contract above to commission your departure corvette

CHOOSE A CAREER CONTRACT ABOVE TO COMMISSION YOUR DEPARTURE CORVETTE. YOU BEGIN WITH 200 CREDITS AND EMPTY CARGO.

CLICK THIS TUTORIAL WINDOW TO BROWSE ALL STEPS. YOUR CURRENT STEP IS HIGHLIGHTED.

Lesson 2 Press i to open ship cargo

PRESS I TO OPEN SHIP CARGO. THIS IS THE HOLD YOU FILL BY MINING AND LOOTING.

SHIP CARGO TRAVELS WITH YOU. STATION STORAGE IS LOCAL. SELECT A STACK, THEN ITS DESTINATION TO TRANSFER IT; DOUBLE-CLICK USES THE DEFAULT DESTINATION. PERSONAL PACK IS YOUR ON-FOOT INVENTORY. THE ASSET INDEX LOCATES ITEMS LEFT AT OTHER STATIONS.

Lesson 3 With i open, click station storage on the left

WITH I OPEN, CLICK STATION STORAGE ON THE LEFT. STORED ITEMS STAY AT THIS STATION; SHIP CARGO TRAVELS WITH YOU.

SHIP CARGO TRAVELS WITH YOU. STATION STORAGE IS LOCAL. SELECT A STACK, THEN ITS DESTINATION TO TRANSFER IT; DOUBLE-CLICK USES THE DEFAULT DESTINATION. PERSONAL PACK IS YOUR ON-FOOT INVENTORY. THE ASSET INDEX LOCATES ITEMS LEFT AT OTHER STATIONS.

Lesson 4 Press esc to close this window, then press esc again to open the ship computer

PRESS ESC TO CLOSE THIS WINDOW, THEN PRESS ESC AGAIN TO OPEN THE SHIP COMPUTER.

THE COMPUTER HOLDS THE LOG, DISCOVERIES, STATUS, SYSTEM RECORDS, NAMING, RADIO, AND ADMIN TOOLS.

Lesson 5 Open computer > system for audio and interface settings

OPEN COMPUTER > SYSTEM FOR AUDIO AND INTERFACE SETTINGS.

THE SYSTEM TAB HAS AUDIO CHANNELS, MUTE, AND INTERFACE SCALE. DISPLAY, CONTROLS AND KEY BINDINGS HAVE THEIR OWN TABS.

Lesson 6 Close any panel with esc, then click undock in station services or press e

CLOSE ANY PANEL WITH ESC, THEN CLICK UNDOCK IN STATION SERVICES OR PRESS E. YOUR STARTER SHIP HAS BUILT-IN BASIC TOOLS.

THE GUIDED CAMPAIGN COVERS MAJOR PLAYER-FACING SYSTEMS: OPTIONAL VARIANTS REMAIN AVAILABLE AFTER COMPLETION.

Lesson 7 Try w, a, s, d and steer with the mouse to complete this check

TRY W, A, S, D AND STEER WITH THE MOUSE TO COMPLETE THIS CHECK. W/S THRUST, A/D STRAFE; S SLOWS YOUR FORWARD FLIGHT.

MOUSE STEERS; HOLD CTRL TO FREE THE CURSOR FOR UI. ALT+Q/E BANK AND R/F RISE/DESCEND IN FLIGHT. KEYS CHANGE PURPOSE INSIDE PANELS: Q SELECTS A STATION ON THE LOCAL MAP. CLOSE PANELS WITH ESC BEFORE FLYING.

Lesson 8 With panels closed, press z to place a space waypoint

WITH PANELS CLOSED, PRESS Z TO PLACE A SPACE WAYPOINT. IT MARKS A POSITION; IT DOES NOT WARP YOUR SHIP.

Z STORES A PRECISE SPACE OR SURFACE MARKER: SHIFT+Z CLEARS THE CURRENT ONE.

Lesson 9 Press n to open navigation and select local

PRESS N TO OPEN NAVIGATION AND SELECT LOCAL. THE BELT WILL BE HIGHLIGHTED; THE NEXT LESSON TEACHES ENTER TO WARP.

THE GUIDED CAMPAIGN COVERS MAJOR PLAYER-FACING SYSTEMS: OPTIONAL VARIANTS REMAIN AVAILABLE AFTER COMPLETION.

Lesson 10 With n open on local, the asteroid belt is selected

WITH N OPEN ON LOCAL, THE ASTEROID BELT IS SELECTED. PRESS ENTER TO WARP THERE. IF DOCKED, CLOSE N AND UNDOCK WITH E FIRST.

LOCAL WARP USES ENTER AND NEEDS NO UPGRADED DRIVE. SYSTEM JUMPS USE K LATER, AFTER YOU BUILD A STELLAR DRIVE. H HIDES GUIDANCE.

Lesson 11 Right-click a rustvein lode, approach and hold lmb in range

RIGHT-CLICK A RUSTVEIN LODE, APPROACH AND HOLD LMB IN RANGE. MINE AT LEAST 2 MATCHING ORE FOR REFINING; KEEP MINING TO FILL YOUR HOLD.

RIGHT-CLICK A LODE TO TARGET IT, APPROACH WITH W AND MOUSE STEERING, THEN HOLD LMB IN RANGE. THIS STEP WAITS UNTIL MINING LEAVES AT LEAST 2 OF THAT ORE IN YOUR SHIP. DIFFERENT ORES CANNOT BE COMBINED INTO A PAIR.

Lesson 12 When ready to sell, press n > local, q for a station, then enter to warp

WHEN READY TO SELL, PRESS N > LOCAL, Q FOR A STATION, THEN ENTER TO WARP. APPROACH THE STATION, SLOW DOWN AND PRESS E TO DOCK.

TWO MATCHING ORE ARE THE MINIMUM; A FULL HOLD CARRIES MORE TO REFINE. Q SELECTS A STATION ON THE LOCAL MAP; ALT+Q/E BANK THE SHIP IN FLIGHT.

Lesson 13 Docked: close other panels with esc

DOCKED: CLOSE OTHER PANELS WITH ESC. PRESS 3 > REFINING, SELECT RUSTVEIN LODE, THEN CLICK REFINE. EVERY 2 ORE BECOME 1 FERON ALLOY.

SHIP CARGO AND STORAGE AT THIS STATION ARE USED TOGETHER; DO NOT MOVE THE ORE MANUALLY. 2 RUSTVEIN LODE MAKE 1 FERON ALLOY. CLICK REFINE TO PROCESS WHAT YOUR CREDITS AND STATION SPACE ALLOW. OUTPUT GOES TO STATION STORAGE. IF YOU RETURNED WITH ONLY 1 ORE, MINE OR BUY ONE MORE.

Lesson 14 Close industry with esc, then press p > station market > sell

CLOSE INDUSTRY WITH ESC, THEN PRESS P > STATION MARKET > SELL. SELECT THE REFINED MATERIAL YOU MADE, SUCH AS FERON ALLOY, SET QUANTITY AND CONFIRM.

REFINED OUTPUT IS IN THIS STATION'S STORAGE; THE MARKET CAN SELL IT DIRECTLY. SEARCH FERON ALLOY FOR RUSTVEIN LODE OUTPUT, OR THE MATERIAL NAME SHOWN BY YOUR RECIPE. SELL AT LEAST ONE REFINED MATERIAL TO CONTINUE. RAW ORE SALES DO NOT COMPLETE THIS STEP. CORPORATE TAX APPLIES.

Lesson 15 Click captain exchange

CLICK CAPTAIN EXCHANGE. ONLINE, THIS IS THE SHARED PLAYER BUY/SELL MARKET.

PERSISTENT UNIVERSE MATCHES REAL PLAYER ORDERS. SOLO USES SIMULATED CAPTAINS. AN OPEN LISTING IS NOT AN IMMEDIATE SALE; THE STATION MARKET IS THE RELIABLE FIRST INCOME ROUTE.

Lesson 16 Click my orders to track fills or cancel an open player order

CLICK MY ORDERS TO TRACK FILLS OR CANCEL AN OPEN PLAYER ORDER.

THE ONLINE HOST OWNS THE SHARED ORDER BOOK: BUY-ORDER CREDITS AND SELL-ORDER ITEMS STAY IN ESCROW UNTIL FILL, CANCEL, OR EXPIRY.

Lesson 17 Close the market with esc, then press b for contract board

CLOSE THE MARKET WITH ESC, THEN PRESS B FOR CONTRACT BOARD. REVIEW THE OBJECTIVE, ORIGIN, REWARD AND REQUIREMENTS BEFORE ACCEPTING WORK.

MINING, COMBAT, HAULING AND EXPLORATION CONTRACTS ADD INCOME TO NORMAL ORE SALES AND LOOT. ACCEPT ONLY WORK YOUR SHIP CAN DO, COMPLETE ITS DISPLAYED OBJECTIVE, THEN RETURN TO ITS ORIGIN STATION TO CLAIM THE REWARD. TAKING A CONTRACT IS OPTIONAL FOR THIS TOUR.

Lesson 18 Click faction office or press c

CLICK FACTION OFFICE OR PRESS C.

FACTIONS TRACK TAX, STANDING, WAR, COMMUNITY PROJECTS, OWNERSHIP, AND PLAYER-FACTION LEADERSHIP.

Lesson 19 Repeat your mining, refining and selling route until your wallet reaches the shown credit goal

REPEAT YOUR MINING, REFINING AND SELLING ROUTE UNTIL YOUR WALLET REACHES THE SHOWN CREDIT GOAL. UNSOLD ITEMS DO NOT COUNT AS CREDITS. THIS STEP STAYS ACTIVE UNTIL THE FUND IS READY AND YOU ARE DOCKED.

THE FUND PAYS FOR YOUR FIRST MASTER, LICENSE, RECIPE INPUTS AND BUILD, WITH 200 CR LEFT OVER. E UNDOCKS; N SELECTS THE BELT; ENTER WARPS. LMB MINES; N, Q, ENTER RETURNS; APPROACH, SLOW, E DOCKS. OPEN 3 > REFINING, REFINE THE ORE, THEN P > SELL THE REFINED OUTPUT. RAW SALES CAN COVER A MISSING REFINERY FEE.

Lesson 20 You have learned to mine, refine and sell

YOU HAVE LEARNED TO MINE, REFINE AND SELL. NEXT: MAKE A COMPONENT. DOCK, CLOSE OTHER PANELS WITH ESC, THEN OPEN 3 > FABRICATION.

ORE REFINES INTO MATERIALS: MASTERS ARE PERMANENT: COPIED LICENSES ARE SPENT: OUTPUTS AND EXTRACTION LAND AT THIS STATION.

Lesson 21 In fabrication, review the first tier-1 component recipe

IN FABRICATION, REVIEW THE FIRST TIER-1 COMPONENT RECIPE. KEEP ITS LISTED INPUTS IN SHIP CARGO OR THIS STATION'S STORAGE. BUY ONLY WHAT IS MISSING, OR REFINE ORE YOU ALREADY KEPT.

THIS IS YOUR FIRST COMPONENT BILL OF MATERIALS, NOT ANOTHER REFINING LESSON. THE LIVE CHECKLIST SHOWS WHAT IS MISSING. EXISTING INPUTS COUNT AUTOMATICALLY; STOCK LEFT AT OTHER STATIONS DOES NOT. KEEP THESE INPUTS FOR THE BUILD. THE NEXT LESSONS TEACH THE PERMANENT MASTER AND CONSUMABLE LICENSE.

Lesson 22 In industry network, click fabrication

IN INDUSTRY NETWORK, CLICK FABRICATION. SELECT THE FIRST TIER-1 DESIGN, THEN CLICK RESEARCH MASTER. THE FEE IS SHOWN BELOW.

FABRICATION MAKES INDUSTRIAL COMPONENTS. THE FIRST TIER-1 MASTER NEEDS CREDITS BUT NO ARCHIVES. YOUR WORKING FUND COVERS ITS MASTER, LICENSE COPY, ONE BUILD AND BASIC INPUTS. LATER TIERS ADD RESEARCH ARCHIVES AND MORE COMPLEX BILLS.

Lesson 23 Stay in fabrication on the same design

STAY IN FABRICATION ON THE SAME DESIGN. CLICK COPY LICENSES, PAY THE FEE, AND WAIT FOR THE COPY TIMER TO FINISH.

ORE REFINES INTO MATERIALS: MASTERS ARE PERMANENT: COPIED LICENSES ARE SPENT: OUTPUTS AND EXTRACTION LAND AT THIS STATION.

Lesson 24 In fabrication, check the selected design's inputs

IN FABRICATION, CHECK THE SELECTED DESIGN'S INPUTS. BUY OR REFINE THE MISSING MATERIALS, THEN CLICK BUILD COMPONENT.

THE FIRST FABRICATION ROW IS A TIER-1 DESIGN. ITS BILL LISTS THE EXACT REFINED INPUTS. P > STATION MARKET > BUY CAN SUPPLY BASIC REFINED MATERIALS; USE I TO STORE PURCHASES AT THIS STATION BETWEEN LOADS. REFINED AND FABRICATED OUTPUTS GO TO THIS STATION, NOT YOUR SHIP.

Lesson 25 Close industry with esc

CLOSE INDUSTRY WITH ESC. PRESS U FOR SHIPYARD AND VISIT CALIBRATION, HANGAR, FITTING, BLUEPRINTS, AND MANUFACTURING WITH TAB.

CALIBRATION = SHIP UPGRADES FOR CREDITS: HANGAR/FITTING = MANAGE SHIPS: BLUEPRINTS = PURCHASE T0/T1 BPS: MANUFACTURING = BUILD OWNED BPS: BUY REQUIRED PURCHASES THE MISSING MATERIAL BILL.

Lesson 26 Close u with esc, undock with e, then open n > local

CLOSE U WITH ESC, UNDOCK WITH E, THEN OPEN N > LOCAL. SELECT THE GOLD RESONANT FIELD AND PRESS ENTER TO WARP.

GOLD PROGRESSION SITES HOLD RARE DRIVE MATERIALS AND ARE DISTINCT FROM RESEEDING SYSTEM SIGNALS.

Lesson 27 Right-click the crystal node to target it

RIGHT-CLICK THE CRYSTAL NODE TO TARGET IT. APPROACH AND HOLD LMB IN RANGE UNTIL YOU RECEIVE THE RESONANT CRYSTAL.

GOLD PROGRESSION SITES HOLD RARE DRIVE MATERIALS AND ARE DISTINCT FROM RESEEDING SYSTEM SIGNALS.

Lesson 28 Press i to verify the resonant crystal

PRESS I TO VERIFY THE RESONANT CRYSTAL.

THE GUIDED CAMPAIGN COVERS MAJOR PLAYER-FACING SYSTEMS: OPTIONAL VARIANTS REMAIN AVAILABLE AFTER COMPLETION.

Lesson 29 Press esc to close inventory

PRESS ESC TO CLOSE INVENTORY. PRESS ESC AGAIN TO OPEN THE SHIP COMPUTER, THEN PRESS 1 FOR LOG.

LOG ROWS CAN PLOT RADIO LEADS. DOCK CONTROL, PATROLS, MINING, TACTICAL, DISTRESS, TRADERS AND CIVIL CHANNELS DESCRIBE LOCAL ACTIVITY. ESC > SYSTEM CONFIGURES RADIO TEXT AND CUES. REPORTS ARE LEADS; A SITE MAY ALREADY HAVE BEEN USED.

Lesson 30 In the log, click the first row: tutorial radio lead

IN THE LOG, CLICK THE FIRST ROW: TUTORIAL RADIO LEAD. IT OPENS THE MAP WITH C1 SELECTED.

C1 IS A COMBAT SIGNAL. THE CLICK SAVES A GOLD WAYPOINT: THE NEXT STEP SCANS C1. OTHER SIGNAL AND SITE REPORTS CAN ALSO MARK LOCATIONS. LOG LABELS: DISCOVERY = FINDS: VERIFIED NEWS = FACTS: RUMOR = UNCONFIRMED REPORTS: RADIO = CHATTER: ADMIN = MODERATION. OLD SITES MAY ALREADY BE EMPTY.

Lesson 31 On n > local, click c1 in the signal grid, then enter to deploy probes

ON N > LOCAL, CLICK C1 IN THE SIGNAL GRID, THEN ENTER TO DEPLOY PROBES. THE STARTER'S ROOKIE CANNON NEEDS NO AMMO.

SELECT A SIGNAL, PRESS ENTER FOR PROBES, AND FOLLOW THE ON-SCREEN ALIGNMENT AND PULSE CONTROLS. RESOLVED SIGNALS CAN BE WARPED TO WITH ENTER. MINING AND RECOVERY FITS NEED THEIR OWN TOOLS; THE STARTER PROVIDES BASIC SCANNING AND MINING.

Lesson 32 Move the probe bubble over each combat echo and pulse

MOVE THE PROBE BUBBLE OVER EACH COMBAT ECHO AND PULSE. RESOLVE EVERY ECHO USING THE CONTROLS SHOWN IN THE PROBE PANEL.

SELECT A SIGNAL, PRESS ENTER FOR PROBES, AND FOLLOW THE ON-SCREEN ALIGNMENT AND PULSE CONTROLS. RESOLVED SIGNALS CAN BE WARPED TO WITH ENTER. MINING AND RECOVERY FITS NEED THEIR OWN TOOLS; THE STARTER PROVIDES BASIC SCANNING AND MINING.

Lesson 33 Press enter to warp to c1

PRESS ENTER TO WARP TO C1. RIGHT-CLICK A HOSTILE, STEER TOWARD IT, AND LEFT-CLICK TO FIRE. DEFEAT THE SITE AND RECOVER LOOT.

AFTER COMBAT, FLY THROUGH ORDINARY WRECK LOOT: E IS RESERVED FOR ALIEN WRECKS.

Lesson 34 Mine and sell ore or complete signals for credits

MINE AND SELL ORE OR COMPLETE SIGNALS FOR CREDITS. DOCK, OPEN U > BLUEPRINTS, AND BUY THE LIGHT-HULL, STELLAR-DRIVE AND WEAPON COPIES.

THIS STEP WAITS FOR A LIGHT-HULL RUN, A STELLAR-DRIVE RUN AND TWO CAREER-WEAPON RUNS, OR ALREADY-BUILT PRODUCTS. USE THE MINING/SELLING LOOP FOR THE PURCHASE FEES. ONE WEAPON IS FOR THE LIGHT SHIP; THE SPARE IS FOR YOUR MEDIUM SHIP. MATERIALS AND BUILD FEES ARE SHOWN IN THE LATER MANUFACTURING BILLS.

Lesson 35 Keep your crystal and blueprints

KEEP YOUR CRYSTAL AND BLUEPRINTS. RETURN TO A STATION WITH N > LOCAL, Q, ENTER, THEN APPROACH AND E. IF ALREADY DOCKED, CONTINUE.

BASIC BLUEPRINT COPIES COME FROM STATION BLUEPRINT MARKETS. CONTRACTS, SIGNALS, MINING, SALVAGE, INDUSTRY, AND TRADE SUPPLY THEIR BILLS.

Lesson 36 Close u, open i, and move the light-hull, stellar-drive and two weapon runs to station storage

CLOSE U, OPEN I, AND MOVE THE LIGHT-HULL, STELLAR-DRIVE AND TWO WEAPON RUNS TO STATION STORAGE. STORE MATERIALS HERE TOO; KEEP AMMO.

YOU NEED ONE LIGHT-HULL RUN, ONE STELLAR-DRIVE RUN AND TWO CAREER-WEAPON RUNS. IN U > BLUEPRINTS, BUY BP COPY AGAIN IF A DESIGN HAS TOO FEW RUNS. IN I, SELECT A CARGO STACK, THEN STATION STORAGE AS DESTINATION. ALL THREE DESIGNS MUST BE AT THIS STATION.

Lesson 37 Close i with esc

CLOSE I WITH ESC. OPEN U > MANUFACTURING, SELECT YOUR LIGHT HULL, REVIEW ITS BILL, BUY REQUIRED IF AVAILABLE, THEN MANUFACTURE.

THE LIGHT HULL, DRIVE, TWO WEAPONS, AMMO, MINING LASER, AND PROBE ARRAY ARE PLAYER-SOURCED. FIT THEM AFTER ACQUISITION.

Lesson 38 In u > manufacturing, build a stellar drive and two career weapons

IN U > MANUFACTURING, BUILD A STELLAR DRIVE AND TWO CAREER WEAPONS. BUY EXTRA BP RUNS IF NEEDED; KEEP ONE WEAPON FOR YOUR MEDIUM SHIP.

THE LIGHT HULL, DRIVE, TWO WEAPONS, AMMO, MINING LASER, AND PROBE ARRAY ARE PLAYER-SOURCED. FIT THEM AFTER ACQUISITION.

Lesson 39 In u, select hangar

IN U, SELECT HANGAR. SELECT THE NEW LIGHT HULL AND ACTIVATE IT. MODULES MUST BE FITTED TO THIS SHIP BEFORE ITS FIRST FLIGHT.

THE LIGHT HULL, DRIVE, TWO WEAPONS, AMMO, MINING LASER, AND PROBE ARRAY ARE PLAYER-SOURCED. FIT THEM AFTER ACQUISITION.

Lesson 40 In u > fitting, follow the loadout below

IN U > FITTING, FOLLOW THE LOADOUT BELOW. BUILD MISSING BASIC MODULES FROM BLUEPRINTS FIRST, THEN FIT THEM AND LOAD MATCHING AMMO.

FIRST BUILD MISSING MODULES THROUGH U > BLUEPRINTS AND MANUFACTURING. IN FITTING, SELECT A SLOT ON THE LEFT AND ITS MODULE ON THE RIGHT. MINING LASER: WEAPON 1/2. CAREER GUN: OTHER WEAPON SLOT, OR LAUNCHER FOR MISSILES. DRIVE: DRIVE SLOT. BUY AND LOAD MATCHING AMMO.

Lesson 41 In u > fitting, select a free utility slot and install the signal probe array

IN U > FITTING, SELECT A FREE UTILITY SLOT AND INSTALL THE SIGNAL PROBE ARRAY. BUILD ITS BASIC BP COPY FIRST IF NONE IS OWNED.

THE LIGHT HULL, DRIVE, TWO WEAPONS, AMMO, MINING LASER, AND PROBE ARRAY ARE PLAYER-SOURCED. FIT THEM AFTER ACQUISITION.

Lesson 42 Close u with esc, undock with e, open n > local, select a mining signal, then press enter to deploy probes

CLOSE U WITH ESC, UNDOCK WITH E, OPEN N > LOCAL, SELECT A MINING SIGNAL, THEN PRESS ENTER TO DEPLOY PROBES.

SELECT A SIGNAL, PRESS ENTER FOR PROBES, AND FOLLOW THE ON-SCREEN ALIGNMENT AND PULSE CONTROLS. RESOLVED SIGNALS CAN BE WARPED TO WITH ENTER. MINING AND RECOVERY FITS NEED THEIR OWN TOOLS; THE STARTER PROVIDES BASIC SCANNING AND MINING.

Lesson 43 Move the probe bubble over each echo and pulse

MOVE THE PROBE BUBBLE OVER EACH ECHO AND PULSE. FOLLOW THE PROBE PANEL CONTROLS UNTIL EVERY ECHO IS RESOLVED.

SELECT A SIGNAL, PRESS ENTER FOR PROBES, AND FOLLOW THE ON-SCREEN ALIGNMENT AND PULSE CONTROLS. RESOLVED SIGNALS CAN BE WARPED TO WITH ENTER. MINING AND RECOVERY FITS NEED THEIR OWN TOOLS; THE STARTER PROVIDES BASIC SCANNING AND MINING.

Lesson 44 Press enter to warp to the resolved mining signal

PRESS ENTER TO WARP TO THE RESOLVED MINING SIGNAL. RIGHT-CLICK A LODE, APPROACH, AND HOLD LMB UNTIL THE SITE IS COMPLETE.

SELECT A SIGNAL, PRESS ENTER FOR PROBES, AND FOLLOW THE ON-SCREEN ALIGNMENT AND PULSE CONTROLS. RESOLVED SIGNALS CAN BE WARPED TO WITH ENTER. MINING AND RECOVERY FITS NEED THEIR OWN TOOLS; THE STARTER PROVIDES BASIC SCANNING AND MINING.

Lesson 45 Return with n > local, q, enter, then approach and e to dock

RETURN WITH N > LOCAL, Q, ENTER, THEN APPROACH AND E TO DOCK. NEXT YOU WILL BUILD AND FIT A HACKING ANALYZER.

SELECT A SIGNAL, PRESS ENTER FOR PROBES, AND FOLLOW THE ON-SCREEN ALIGNMENT AND PULSE CONTROLS. RESOLVED SIGNALS CAN BE WARPED TO WITH ENTER. MINING AND RECOVERY FITS NEED THEIR OWN TOOLS; THE STARTER PROVIDES BASIC SCANNING AND MINING.

Lesson 46 Close panels with esc and press u

CLOSE PANELS WITH ESC AND PRESS U. BUY AN ANALYZER BP COPY IN BLUEPRINTS, BUILD IT IN MANUFACTURING, THEN FIT IT IN A UTILITY SLOT.

KEEP THE PROBE ARRAY AND COMBAT LOADOUT FITTED: THE ANALYZER USES THE OTHER UTILITY SLOT.

Lesson 47 Close u with esc, undock with e, open n > local, select a recovery signal, then enter to deploy probes

CLOSE U WITH ESC, UNDOCK WITH E, OPEN N > LOCAL, SELECT A RECOVERY SIGNAL, THEN ENTER TO DEPLOY PROBES.

SELECT A SIGNAL, PRESS ENTER FOR PROBES, AND FOLLOW THE ON-SCREEN ALIGNMENT AND PULSE CONTROLS. RESOLVED SIGNALS CAN BE WARPED TO WITH ENTER. MINING AND RECOVERY FITS NEED THEIR OWN TOOLS; THE STARTER PROVIDES BASIC SCANNING AND MINING.

Lesson 48 Move the probe bubble over each recovery echo and pulse

MOVE THE PROBE BUBBLE OVER EACH RECOVERY ECHO AND PULSE. RESOLVE ALL ECHOES USING THE PROBE PANEL CONTROLS.

SELECT A SIGNAL, PRESS ENTER FOR PROBES, AND FOLLOW THE ON-SCREEN ALIGNMENT AND PULSE CONTROLS. RESOLVED SIGNALS CAN BE WARPED TO WITH ENTER. MINING AND RECOVERY FITS NEED THEIR OWN TOOLS; THE STARTER PROVIDES BASIC SCANNING AND MINING.

Lesson 49 Press enter to warp to the resolved recovery site

PRESS ENTER TO WARP TO THE RESOLVED RECOVERY SITE. APPROACH ITS VAULT, PRESS E, AND FOLLOW THE CIPHER PANEL TO OPEN IT.

SELECT A SIGNAL, PRESS ENTER FOR PROBES, AND FOLLOW THE ON-SCREEN ALIGNMENT AND PULSE CONTROLS. RESOLVED SIGNALS CAN BE WARPED TO WITH ENTER. MINING AND RECOVERY FITS NEED THEIR OWN TOOLS; THE STARTER PROVIDES BASIC SCANNING AND MINING.

Lesson 50 Dock and buy the field supplies below with p

DOCK AND BUY THE FIELD SUPPLIES BELOW WITH P. OPEN I AND MOVE THEM INTO PERSONAL PACK BEFORE DEPARTING FOR THE PLANET.

PACK 1 FOOD RATION, 1 BIO SAMPLE, 4 CONSTRUCTION COMPOSITES, 1 POLYMERS AND 1 REFINED ALLOY. BUY THESE THROUGH P OR RECOVER THEM. IN I SELECT SHIP CARGO, SELECT EACH STACK, THEN PERSONAL PACK. FOOD + BIO MAKE LURES; THE OTHER MATERIALS BUILD THE SHELTER AND PEN. STORE SPARE CARGO TO LEAVE ROOM FOR LOOT.

Lesson 51 With the field kit packed, close panels, undock, open n > local, and select the highlighted planet

WITH THE FIELD KIT PACKED, CLOSE PANELS, UNDOCK, OPEN N > LOCAL, AND SELECT THE HIGHLIGHTED PLANET. ENTER WARPS; FLY CLOSE FOR ENTRY.

PLANETS SUPPORT FLIGHT, EVA, VARIED FIELD SITES, OPTIONAL DATABANK CONTRACTS, BASES, RESOURCE PROCESSING, FAUNA, PENS, AND EXTRACTION.

Lesson 52 Let atmospheric entry complete: use w/s and the mouse in flight

LET ATMOSPHERIC ENTRY COMPLETE: USE W/S AND THE MOUSE IN FLIGHT.

PLANETS SUPPORT FLIGHT, EVA, VARIED FIELD SITES, OPTIONAL DATABANK CONTRACTS, BASES, RESOURCE PROCESSING, FAUNA, PENS, AND EXTRACTION.

Lesson 53 Descend below 2m, slow below 5, then press e to land

DESCEND BELOW 2M, SLOW BELOW 5, THEN PRESS E TO LAND.

PLANETS SUPPORT FLIGHT, EVA, VARIED FIELD SITES, OPTIONAL DATABANK CONTRACTS, BASES, RESOURCE PROCESSING, FAUNA, PENS, AND EXTRACTION.

Lesson 54 On foot, press 1 for the mining cutter, then v to scan

ON FOOT, PRESS 1 FOR THE MINING CUTTER, THEN V TO SCAN. WALK WITH W/A/S/D AND FOLLOW THE ORE WAYPOINT.

TOOL 1 MINES ORE AND HARVESTS FLORA. TOOL 2 IS THE PLASMA SIDEARM FOR HOSTILE SITES AND AGGRESSIVE CREATURES.

Lesson 55 Follow the persistent ore waypoint: within 12m, rmb target it and hold lmb with tool 1

FOLLOW THE PERSISTENT ORE WAYPOINT: WITHIN 12M, RMB TARGET IT AND HOLD LMB WITH TOOL 1.

TOOL 1 MINES ORE AND HARVESTS FLORA. TOOL 2 IS THE PLASMA SIDEARM FOR HOSTILE SITES AND AGGRESSIVE CREATURES.

Lesson 56 Press v to lock a guided field site

PRESS V TO LOCK A GUIDED FIELD SITE. CACHES, RUINS, OBSERVATORIES, SETTLEMENTS, AND MONOLITHS HAVE DIFFERENT REWARDS.

V LOCKS ONE GUIDED SITE AND ITS WAYPOINT STAYS UNTIL RESOLVED OR REPLACED. EACH SITE TYPE HAS ITS OWN SALVAGE TABLE.

Lesson 57 Follow the persistent site waypoint and press e

FOLLOW THE PERSISTENT SITE WAYPOINT AND PRESS E. DATABANK CONTRACTS APPEAR ONLY AT SOME RUINS AND ARE OPTIONAL.

V LOCKS ONE GUIDED SITE AND ITS WAYPOINT STAYS UNTIL RESOLVED OR REPLACED. EACH SITE TYPE HAS ITS OWN SALVAGE TABLE.

Lesson 58 Your packed food + bio make lures

YOUR PACKED FOOD + BIO MAKE LURES. PRESS F7, THEN 1 TO SYNTHESIZE. IF SPENT, GATHER MORE OR RETURN TO A STATION TO RESTOCK.

LURES ARE STORED IN YOUR PERSONAL FIELD KIT AND APPEAR IN THE PACK UI. SHIFT+E HARVESTS A DOWNED CREATURE FOR BIO.

Lesson 59 Passive creature: approach and e

PASSIVE CREATURE: APPROACH AND E. AGGRESSIVE CREATURE: RMB, PRESS 2 FOR PLASMA, LMB TO SEDATE, THEN E.

PASSIVE FAUNA CAN BE FED DIRECTLY. SEDATE AGGRESSIVE FAUNA WITH TOOL 2 FIRST: TOOL 1 IS NOT A COMBAT WEAPON.

Lesson 60 Press b, select emergency shelter, and place with e

PRESS B, SELECT EMERGENCY SHELTER, AND PLACE WITH E. ITS PACK BILL IS 2 CONSTRUCTION COMPOSITES + 1 POLYMERS.

B SHOWS EVERY BUILDING, PURPOSE, MATERIAL BILL, PACK COUNT, PREVIEW, AND HOVERED MATERIAL SOURCES. E CLOSES THE CATALOG INTO PLACEMENT MODE: E AGAIN BUILDS.

Lesson 61 In b, select small creature pen and place with e within 48m of the shelter

IN B, SELECT SMALL CREATURE PEN AND PLACE WITH E WITHIN 48M OF THE SHELTER. ITS BILL IS 2 COMPOSITES + 1 REFINED ALLOY.

B SHOWS EVERY BUILDING, PURPOSE, MATERIAL BILL, PACK COUNT, PREVIEW, AND HOVERED MATERIAL SOURCES. E CLOSES THE CATALOG INTO PLACEMENT MODE: E AGAIN BUILDS.

Lesson 62 Close building with b, then press f7 to open the creature roster

CLOSE BUILDING WITH B, THEN PRESS F7 TO OPEN THE CREATURE ROSTER.

PLANETS SUPPORT FLIGHT, EVA, VARIED FIELD SITES, OPTIONAL DATABANK CONTRACTS, BASES, RESOURCE PROCESSING, FAUNA, PENS, AND EXTRACTION.

Lesson 63 Stand near the pen, select your creature, and press 3

STAND NEAR THE PEN, SELECT YOUR CREATURE, AND PRESS 3.

PLANETS SUPPORT FLIGHT, EVA, VARIED FIELD SITES, OPTIONAL DATABANK CONTRACTS, BASES, RESOURCE PROCESSING, FAUNA, PENS, AND EXTRACTION.

Lesson 64 Close f7, follow the ship marker, and press e beside the ship

CLOSE F7, FOLLOW THE SHIP MARKER, AND PRESS E BESIDE THE SHIP.

PLANETS SUPPORT FLIGHT, EVA, VARIED FIELD SITES, OPTIONAL DATABANK CONTRACTS, BASES, RESOURCE PROCESSING, FAUNA, PENS, AND EXTRACTION.

Lesson 65 Ascend to 115m: atmosphere exit engages automatically

ASCEND TO 115M: ATMOSPHERE EXIT ENGAGES AUTOMATICALLY.

PLANETS SUPPORT FLIGHT, EVA, VARIED FIELD SITES, OPTIONAL DATABANK CONTRACTS, BASES, RESOURCE PROCESSING, FAUNA, PENS, AND EXTRACTION.

Lesson 66 Return to a station: n, local, q, enter, then approach and e

RETURN TO A STATION: N, LOCAL, Q, ENTER, THEN APPROACH AND E. OPEN 3, REVIEW SCHEMATICS, THEN CLICK EXTRACTION.

ORE REFINES INTO MATERIALS: MASTERS ARE PERMANENT: COPIED LICENSES ARE SPENT: OUTPUTS AND EXTRACTION LAND AT THIS STATION.

Lesson 67 In extraction, select a free crew and a discovered planet

IN EXTRACTION, SELECT A FREE CREW AND A DISCOVERED PLANET. SET +1 HOUR, CHECK THE DISPATCH COST, THEN CLICK START OPERATION.

ORE REFINES INTO MATERIALS: MASTERS ARE PERMANENT: COPIED LICENSES ARE SPENT: OUTPUTS AND EXTRACTION LAND AT THIS STATION.

Lesson 68 Keep a light-hull bp copy at this station

KEEP A LIGHT-HULL BP COPY AT THIS STATION. ACQUIRE THE RESEARCH ARCHIVES AND CREDIT BUDGET BELOW BEFORE OPENING SCHEMATICS.

U > BLUEPRINTS SELLS ANOTHER BASIC LIGHT-HULL COPY IF YOUR LAST RUN WAS CONSUMED. STORE IT THROUGH I. TWO TIER-1 RESEARCH ARCHIVES PAY FOR THE TWO OPTIMIZATION LESSONS: RECOVER ARCHIVES FROM SITES OR SEARCH THEIR EXACT NAME IN P. REPEAT MINING AND SELLING TO FUND RESEARCH; NOTHING IS GIVEN FREE.

Lesson 69 Close inventory with esc

CLOSE INVENTORY WITH ESC. PRESS 3, CLICK SCHEMATICS, SELECT YOUR LIGHT-HULL DESIGN, THEN RESEARCH MASTER WITH YOUR SAVED FUNDS.

IMPROVE MATERIALS REDUCES ADVANCED INPUTS: IMPROVE CYCLE REDUCES COOLDOWN: BREAKTHROUGH RISKS A LICENSE FOR A HIGHER-TIER DESIGN.

Lesson 70 In schematics, keep the light hull selected

IN SCHEMATICS, KEEP THE LIGHT HULL SELECTED. CLICK COPY LICENSES AND WAIT FOR ITS TIMER. OWNED RUNS CAN BE REVIEWED WITH CONTINUE.

IMPROVE MATERIALS REDUCES ADVANCED INPUTS: IMPROVE CYCLE REDUCES COOLDOWN: BREAKTHROUGH RISKS A LICENSE FOR A HIGHER-TIER DESIGN.

Lesson 71 In schematics, keep the light hull selected

IN SCHEMATICS, KEEP THE LIGHT HULL SELECTED. CLICK IMPROVE MATERIALS; THIS SPENDS THE DISPLAYED FEE AND RESEARCH ARCHIVES.

IMPROVE MATERIALS REDUCES ADVANCED INPUTS: IMPROVE CYCLE REDUCES COOLDOWN: BREAKTHROUGH RISKS A LICENSE FOR A HIGHER-TIER DESIGN.

Lesson 72 Now click improve cycle on the same design

NOW CLICK IMPROVE CYCLE ON THE SAME DESIGN. THIS SPENDS ITS OWN FEE AND ARCHIVES TO SHORTEN THE POST-BUILD COOLDOWN.

IMPROVE MATERIALS REDUCES ADVANCED INPUTS: IMPROVE CYCLE REDUCES COOLDOWN: BREAKTHROUGH RISKS A LICENSE FOR A HIGHER-TIER DESIGN.

Lesson 73 Close industry with esc, undock with e, open n and click system

CLOSE INDUSTRY WITH ESC, UNDOCK WITH E, OPEN N AND CLICK SYSTEM. YOUR FITTED STELLAR DRIVE ALLOWS TRAVEL TO DISCOVERED SYSTEMS.

K REQUIRES A FITTED STELLAR DRIVE. ENTER WARPS BETWEEN LOCAL SITES. IF A MAP OR COMPUTER IS OPEN, ITS KEYS OPERATE THAT PANEL; CLOSE IT WITH ESC TO RETURN TO FLIGHT.

Lesson 74 On n > system, press v

ON N > SYSTEM, PRESS V. ALIGN THE RETICLE WITH EACH ECHO AND PRESS SPACE, ENTER OR CLICK TO PULSE UNTIL A NEW SYSTEM IS DISCOVERED.

K REQUIRES A FITTED STELLAR DRIVE. ENTER WARPS BETWEEN LOCAL SITES. IF A MAP OR COMPUTER IS OPEN, ITS KEYS OPERATE THAT PANEL; CLOSE IT WITH ESC TO RETURN TO FLIGHT.

Lesson 75 Back on n > system, click the newly discovered system

BACK ON N > SYSTEM, CLICK THE NEWLY DISCOVERED SYSTEM. SELECTING IT SETS A DESTINATION; THE NEXT STEP USES K TO JUMP.

K REQUIRES A FITTED STELLAR DRIVE. ENTER WARPS BETWEEN LOCAL SITES. IF A MAP OR COMPUTER IS OPEN, ITS KEYS OPERATE THAT PANEL; CLOSE IT WITH ESC TO RETURN TO FLIGHT.

Lesson 76 On the system map, click the newly discovered system to select it, then press k to jump

ON THE SYSTEM MAP, CLICK THE NEWLY DISCOVERED SYSTEM TO SELECT IT, THEN PRESS K TO JUMP.

K REQUIRES A FITTED STELLAR DRIVE. ENTER WARPS BETWEEN LOCAL SITES. IF A MAP OR COMPUTER IS OPEN, ITS KEYS OPERATE THAT PANEL; CLOSE IT WITH ESC TO RETURN TO FLIGHT.

Lesson 77 Open n, select local, select the gold ancient wreck, then press enter to warp

OPEN N, SELECT LOCAL, SELECT THE GOLD ANCIENT WRECK, THEN PRESS ENTER TO WARP.

GOLD PROGRESSION SITES HOLD RARE DRIVE MATERIALS AND ARE DISTINCT FROM RESEEDING SYSTEM SIGNALS.

Lesson 78 Right-click the ancient shipwreck, then hold lmb to extract its fold core

RIGHT-CLICK THE ANCIENT SHIPWRECK, THEN HOLD LMB TO EXTRACT ITS FOLD CORE.

GOLD PROGRESSION SITES HOLD RARE DRIVE MATERIALS AND ARE DISTINCT FROM RESEEDING SYSTEM SIGNALS.

Lesson 79 Keep the fold core

KEEP THE FOLD CORE. RUN TIER-2 SIGNALS AND RECOVER THEIR LOOT, OR TRADE WITH CAPTAINS, UNTIL YOU OWN MEDIUM-HULL AND GALACTIC-DRIVE COPIES.

TIER-2 COPIES COME FROM DISCOVERED-SYSTEM SIGNALS, WRECKS, ESCALATIONS, OR CAPTAIN TRADE. THEIR INPUTS MUST BE EARNED, BUILT, OR TRADED.

Lesson 80 Keep those copies and the fold core

KEEP THOSE COPIES AND THE FOLD CORE. N > LOCAL, Q, ENTER RETURNS TO A STATION; APPROACH AND E TO DOCK BEFORE MANUFACTURING.

TIER-2 COPIES COME FROM DISCOVERED-SYSTEM SIGNALS, WRECKS, ESCALATIONS, OR CAPTAIN TRADE. THEIR INPUTS MUST BE EARNED, BUILT, OR TRADED.

Lesson 81 Press u > manufacturing and select the medium hull

PRESS U > MANUFACTURING AND SELECT THE MEDIUM HULL. ITS BILL SHOWS EXACTLY WHAT TO MINE, SALVAGE, REFINE, FABRICATE, OR BUY.

TIER-2 COPIES COME FROM DISCOVERED-SYSTEM SIGNALS, WRECKS, ESCALATIONS, OR CAPTAIN TRADE. THEIR INPUTS MUST BE EARNED, BUILT, OR TRADED.

Lesson 82 Get the tier-2 galactic-drive copy from signal or wreck loot, an escalation, or the captain exchange

GET THE TIER-2 GALACTIC-DRIVE COPY FROM SIGNAL OR WRECK LOOT, AN ESCALATION, OR THE CAPTAIN EXCHANGE. COMPLETE ITS BILL AND MANUFACTURE IT.

TIER-2 COPIES COME FROM DISCOVERED-SYSTEM SIGNALS, WRECKS, ESCALATIONS, OR CAPTAIN TRADE. THEIR INPUTS MUST BE EARNED, BUILT, OR TRADED.

Lesson 83 Open hangar and activate the new medium hull

OPEN HANGAR AND ACTIVATE THE NEW MEDIUM HULL.

TIER-2 COPIES COME FROM DISCOVERED-SYSTEM SIGNALS, WRECKS, ESCALATIONS, OR CAPTAIN TRADE. THEIR INPUTS MUST BE EARNED, BUILT, OR TRADED.

Lesson 84 In u > fitting, install the reserved career weapon with ammo, damage control, probe array, analyzer and galactic drive

IN U > FITTING, INSTALL THE RESERVED CAREER WEAPON WITH AMMO, DAMAGE CONTROL, PROBE ARRAY, ANALYZER AND GALACTIC DRIVE. SET SCANNER TO 3.

TIER-2 COPIES COME FROM DISCOVERED-SYSTEM SIGNALS, WRECKS, ESCALATIONS, OR CAPTAIN TRADE. THEIR INPUTS MUST BE EARNED, BUILT, OR TRADED.

Lesson 85 Close u, undock, open n > galaxy and press v

CLOSE U, UNDOCK, OPEN N > GALAXY AND PRESS V. ALIGN EACH SCAN ECHO AND PRESS SPACE, ENTER OR CLICK TO PULSE.

L REQUIRES A MEDIUM-OR-LARGER HULL AND FITTED GALACTIC DRIVE. GALAXY SCANNING ALSO NEEDS SCANNER CALIBRATION 3: U > CALIBRATION SHOWS THE PAID UPGRADE. BRING MATCHING WEAPON AMMO BEFORE LEAVING.

Lesson 86 Select the new galaxy and press l

SELECT THE NEW GALAXY AND PRESS L.

L REQUIRES A MEDIUM-OR-LARGER HULL AND FITTED GALACTIC DRIVE. GALAXY SCANNING ALSO NEEDS SCANNER CALIBRATION 3: U > CALIBRATION SHOWS THE PAID UPGRADE. BRING MATCHING WEAPON AMMO BEFORE LEAVING.

Lesson 87 Open n, select the local tab, then press enter to warp to the automatically selected gold void anomaly

OPEN N, SELECT THE LOCAL TAB, THEN PRESS ENTER TO WARP TO THE AUTOMATICALLY SELECTED GOLD VOID ANOMALY.

GOLD PROGRESSION SITES HOLD RARE DRIVE MATERIALS AND ARE DISTINCT FROM RESEEDING SYSTEM SIGNALS.

Lesson 88 Target the anomaly and hold lmb to recover its lattice

TARGET THE ANOMALY AND HOLD LMB TO RECOVER ITS LATTICE.

GOLD PROGRESSION SITES HOLD RARE DRIVE MATERIALS AND ARE DISTINCT FROM RESEEDING SYSTEM SIGNALS.

Lesson 89 Keep the lattice

KEEP THE LATTICE. RUN TIER-3 OUTER-GALAXY SIGNALS AND RECOVER LOOT, OR TRADE WITH CAPTAINS, UNTIL YOU OWN YOUR CAREER HEAVY-HULL COPY.

THE FIRST HEAVY AND CAPITAL CHAIN IS SOURCED IN OUTER GALAXIES. LATER CAPITALS USE DEEP-REALITY BONUS LOOT, LARGE BILLS, AND REAL COOLDOWNS.

Lesson 90 Return to a station using n > local, q, enter, then e in range

RETURN TO A STATION USING N > LOCAL, Q, ENTER, THEN E IN RANGE. KEEP YOUR HEAVY-HULL COPY AND LATTICE; BUILD THE HEAVY SHIP NEXT.

THE FIRST HEAVY AND CAPITAL CHAIN IS SOURCED IN OUTER GALAXIES. LATER CAPITALS USE DEEP-REALITY BONUS LOOT, LARGE BILLS, AND REAL COOLDOWNS.

Lesson 91 In u > manufacturing, build and activate your career's heavy hull first

IN U > MANUFACTURING, BUILD AND ACTIVATE YOUR CAREER'S HEAVY HULL FIRST. FOLLOW THE VISIBLE BILL AND ACQUIRE EVERY INPUT THROUGH PLAY.

THE FIRST HEAVY AND CAPITAL CHAIN IS SOURCED IN OUTER GALAXIES. LATER CAPITALS USE DEEP-REALITY BONUS LOOT, LARGE BILLS, AND REAL COOLDOWNS.

Lesson 92 Get tier-2 copies from signal loot or captain trade, then build and fit the gas-expedition loadout below

GET TIER-2 COPIES FROM SIGNAL LOOT OR CAPTAIN TRADE, THEN BUILD AND FIT THE GAS-EXPEDITION LOADOUT BELOW.

ACQUIRE AND BUILD THE MEDIUM AUTOCANNON, REACTIVE PLATING, PROBE ARRAY, ATMOSPHERIC GAS HARVESTER AND STELLAR DRIVE. USE TIER-2 SIGNAL OR WRECK LOOT AND CAPTAIN TRADE FOR UNAVAILABLE COPIES. FIT THE WEAPON WITH MATCHING AMMO; KEEP THE GAS HARVESTER IN A UTILITY SLOT.

Lesson 93 Open n

OPEN N. FOLLOW THE SELECTED ROUTE WITHIN YOUR CURRENT GALAXY USING K IF NEEDED, THEN SELECT THE HIGHLIGHTED GAS GIANT AND PRESS ENTER.

RIGHT-CLICK A BRIGHT ATMOSPHERIC GAS POCKET TO TARGET IT; HOLD LEFT MOUSE TO HARVEST. CHECK THE REQUIRED BATCH BEFORE RETURNING. THE OUTPUT REMAINS IN YOUR CARGO UNTIL REFINED AT A STATION.

Lesson 94 Fly close to the gas giant, enter its atmosphere, and descend into the visible cloud layer

FLY CLOSE TO THE GAS GIANT, ENTER ITS ATMOSPHERE, AND DESCEND INTO THE VISIBLE CLOUD LAYER.

RIGHT-CLICK A BRIGHT ATMOSPHERIC GAS POCKET TO TARGET IT; HOLD LEFT MOUSE TO HARVEST. CHECK THE REQUIRED BATCH BEFORE RETURNING. THE OUTPUT REMAINS IN YOUR CARGO UNTIL REFINED AT A STATION.

Lesson 95 Face a bright gas pocket in front of the ship and right-click to target it

FACE A BRIGHT GAS POCKET IN FRONT OF THE SHIP AND RIGHT-CLICK TO TARGET IT.

RIGHT-CLICK A BRIGHT ATMOSPHERIC GAS POCKET TO TARGET IT; HOLD LEFT MOUSE TO HARVEST. CHECK THE REQUIRED BATCH BEFORE RETURNING. THE OUTPUT REMAINS IN YOUR CARGO UNTIL REFINED AT A STATION.

Lesson 96 Hold left mouse with the gas pocket locked until you harvest the full refinery batch shown

HOLD LEFT MOUSE WITH THE GAS POCKET LOCKED UNTIL YOU HARVEST THE FULL REFINERY BATCH SHOWN.

RIGHT-CLICK A BRIGHT ATMOSPHERIC GAS POCKET TO TARGET IT; HOLD LEFT MOUSE TO HARVEST. CHECK THE REQUIRED BATCH BEFORE RETURNING. THE OUTPUT REMAINS IN YOUR CARGO UNTIL REFINED AT A STATION.

Lesson 97 Ascend above 115m to orbit, return to your departure system if needed, then follow the station route below

ASCEND ABOVE 115M TO ORBIT, RETURN TO YOUR DEPARTURE SYSTEM IF NEEDED, THEN FOLLOW THE STATION ROUTE BELOW.

THE SYSTEM MAP SELECTS YOUR DEPARTURE SYSTEM: PRESS K TO RETURN IF NEEDED. THEN OPEN N > LOCAL, PRESS Q FOR A STATION, ENTER TO WARP, APPROACH, AND PRESS E TO DOCK.

Lesson 98 Dock, close other panels, and press 3 > refining

DOCK, CLOSE OTHER PANELS, AND PRESS 3 > REFINING. SELECT YOUR RAW GAS BY NAME AND CLICK REFINE.

RIGHT-CLICK A BRIGHT ATMOSPHERIC GAS POCKET TO TARGET IT; HOLD LEFT MOUSE TO HARVEST. CHECK THE REQUIRED BATCH BEFORE RETURNING. THE OUTPUT REMAINS IN YOUR CARGO UNTIL REFINED AT A STATION.

Lesson 99 Get tier-3 copies from outer-galaxy loot or captain trade, then build the capital-ship components listed below

GET TIER-3 COPIES FROM OUTER-GALAXY LOOT OR CAPTAIN TRADE, THEN BUILD THE CAPITAL-SHIP COMPONENTS LISTED BELOW.

THE CAREER CAPITAL, LARGE WEAPON, DAMAGE CONTROL, REALITY DRIVE, SURVEY ARRAY, AND FUEL EACH REQUIRE PLAYER-SOURCED BLUEPRINTS AND INPUTS.

Lesson 100 Acquire the tier-3 reality-drive copy and its listed outer-galaxy inputs, then build it in u > manufacturing

ACQUIRE THE TIER-3 REALITY-DRIVE COPY AND ITS LISTED OUTER-GALAXY INPUTS, THEN BUILD IT IN U > MANUFACTURING.

THE FIRST HEAVY AND CAPITAL CHAIN IS SOURCED IN OUTER GALAXIES. LATER CAPITALS USE DEEP-REALITY BONUS LOOT, LARGE BILLS, AND REAL COOLDOWNS.

Lesson 101 Acquire the tier-3 deep-survey copy from outer-galaxy loot or captain trade, complete its bill, and manufacture it

ACQUIRE THE TIER-3 DEEP-SURVEY COPY FROM OUTER-GALAXY LOOT OR CAPTAIN TRADE, COMPLETE ITS BILL, AND MANUFACTURE IT.

THE FIRST HEAVY AND CAPITAL CHAIN IS SOURCED IN OUTER GALAXIES. LATER CAPITALS USE DEEP-REALITY BONUS LOOT, LARGE BILLS, AND REAL COOLDOWNS.

Lesson 102 Acquire a reality-fuel copy, then mine, harvest gas, salvage, refine, or trade for its bill and manufacture one core

ACQUIRE A REALITY-FUEL COPY, THEN MINE, HARVEST GAS, SALVAGE, REFINE, OR TRADE FOR ITS BILL AND MANUFACTURE ONE CORE.

THE FIRST HEAVY AND CAPITAL CHAIN IS SOURCED IN OUTER GALAXIES. LATER CAPITALS USE DEEP-REALITY BONUS LOOT, LARGE BILLS, AND REAL COOLDOWNS.

Lesson 103 Open hangar and activate your new career capital

OPEN HANGAR AND ACTIVATE YOUR NEW CAREER CAPITAL.

THE FIRST HEAVY AND CAPITAL CHAIN IS SOURCED IN OUTER GALAXIES. LATER CAPITALS USE DEEP-REALITY BONUS LOOT, LARGE BILLS, AND REAL COOLDOWNS.

Lesson 104 Open fitting, select the drive slot, and install the reality drive you manufactured

OPEN FITTING, SELECT THE DRIVE SLOT, AND INSTALL THE REALITY DRIVE YOU MANUFACTURED.

THE FIRST HEAVY AND CAPITAL CHAIN IS SOURCED IN OUTER GALAXIES. LATER CAPITALS USE DEEP-REALITY BONUS LOOT, LARGE BILLS, AND REAL COOLDOWNS.

Lesson 105 Fit the manufactured deep survey array, large autocannon, damage control, and longshot ammo

FIT THE MANUFACTURED DEEP SURVEY ARRAY, LARGE AUTOCANNON, DAMAGE CONTROL, AND LONGSHOT AMMO. STORE UNNEEDED CARGO BEFORE THE RIFT.

THE FIRST HEAVY AND CAPITAL CHAIN IS SOURCED IN OUTER GALAXIES. LATER CAPITALS USE DEEP-REALITY BONUS LOOT, LARGE BILLS, AND REAL COOLDOWNS.

Lesson 106 Close u, undock, open n > local and enter to warp to the selected reality rift

CLOSE U, UNDOCK, OPEN N > LOCAL AND ENTER TO WARP TO THE SELECTED REALITY RIFT. PRESS O AND RESOLVE EVERY SCAN ECHO.

EACH REALITY HAS A UNIQUE VISUAL STYLE AND ITS OWN STATION ARCHIVE: TEMPORARY WORMHOLES AND HOMEWARD EXTRACTION PROVIDE RETURN ROUTES.

Lesson 107 Keep one reality fuel core and ammo aboard; store loose assets at a station

KEEP ONE REALITY FUEL CORE AND AMMO ABOARD; STORE LOOSE ASSETS AT A STATION. RETURN TO THE RIFT, PRESS O, THEN ENTER TO CONFIRM.

EACH REALITY HAS A UNIQUE VISUAL STYLE AND ITS OWN STATION ARCHIVE: TEMPORARY WORMHOLES AND HOMEWARD EXTRACTION PROVIDE RETURN ROUTES.

Lesson 108 At the temp haven, press 1 for emergency service

AT THE TEMP HAVEN, PRESS 1 FOR EMERGENCY SERVICE. THIS HAVEN REPAIRS YOUR SHIP AND DRIVE WITHOUT A CREDIT FEE.

EACH REALITY HAS A UNIQUE VISUAL STYLE AND ITS OWN STATION ARCHIVE: TEMPORARY WORMHOLES AND HOMEWARD EXTRACTION PROVIDE RETURN ROUTES.

Lesson 109 Open n > local, select the light-green homeward wormhole site, then press enter

OPEN N > LOCAL, SELECT THE LIGHT-GREEN HOMEWARD WORMHOLE SITE, THEN PRESS ENTER. IT RETURNS YOU TO THE REALITY WHERE YOU ENTERED THE RIFT.

THE LIGHT-GREEN EXTRACTION SITE USES THE SAVED RIFT ORIGIN. IT DOES NOT GENERATE ANOTHER REALITY: PURPLE WORMHOLES ARE SEPARATE TEMPORARY ROUTES BETWEEN SYSTEMS.

Lesson 110 Homeward transit complete: your previous reality, system, and rift origin have been restored

HOMEWARD TRANSIT COMPLETE: YOUR PREVIOUS REALITY, SYSTEM, AND RIFT ORIGIN HAVE BEEN RESTORED.

EACH REALITY HAS A UNIQUE VISUAL STYLE AND ITS OWN STATION ARCHIVE: TEMPORARY WORMHOLES AND HOMEWARD EXTRACTION PROVIDE RETURN ROUTES.

Lesson 111 Destroy the xeno ship ahead, press e at its wreck, then decode symbols 1-5

DESTROY THE XENO SHIP AHEAD, PRESS E AT ITS WRECK, THEN DECODE SYMBOLS 1-5.

FIVE STABLE SYMBOLS MAP TO REWARD CATEGORIES: MUTAGEN IS GUARANTEED AFTER THE TRANSLATION SET.

Lesson 112 Dock at any station, open u > manufacturing, select an owned mutable blueprint, and click mutate bp

DOCK AT ANY STATION, OPEN U > MANUFACTURING, SELECT AN OWNED MUTABLE BLUEPRINT, AND CLICK MUTATE BP.

MUTATION ALWAYS BOOSTS ONE STAT AND MAY REDUCE ANOTHER: THE PREVIEW APPEARS BEFORE CONSUMPTION.

Lesson 113 Click mutate bp to preview the changes, then click confirm mutation to spend one xeno mutagen

CLICK MUTATE BP TO PREVIEW THE CHANGES, THEN CLICK CONFIRM MUTATION TO SPEND ONE XENO MUTAGEN.

THE FIRST CLICK IS ONLY A PREVIEW. THE CONFIRMATION CLICK CONSUMES MUTAGEN AND PERMANENTLY CHANGES OUTPUTS MADE FROM THAT PHYSICAL BP.

Lesson 114 Earn 2500 cr through contracts, trade, or other play

EARN 2500 CR THROUGH CONTRACTS, TRADE, OR OTHER PLAY. THEN OPEN C AND FOUND YOUR PLAYER FACTION.

PLAYER FACTIONS HAVE THEIR OWN NAME, MEMBERS, TAX RATE, TREASURY, CHAT IDENTITY, WAR POLICY, AND EXPANSION PROJECTS.

Lesson 115 In faction overview or leader command, enable warfare to declare open conflict with rival factions

IN FACTION OVERVIEW OR LEADER COMMAND, ENABLE WARFARE TO DECLARE OPEN CONFLICT WITH RIVAL FACTIONS.

WAR POLICY ENABLES NPC-CORPORATION HOSTILITY OUTSIDE SOL. PERSISTENT PLAY SHARES YOUR PLAYER-FACTION IDENTITY WITH OTHER CAPTAINS: IT DOES NOT CREATE A SEPARATE SOLO FACTION.

Lesson 116 Let player earnings fund the faction treasury through taxes, then authorize a station in eligible discovered connected space

LET PLAYER EARNINGS FUND THE FACTION TREASURY THROUGH TAXES, THEN AUTHORIZE A STATION IN ELIGIBLE DISCOVERED CONNECTED SPACE.

STATION PROJECTS SPEND TAX-FUNDED TREASURY AND EXPAND ONLY INTO ELIGIBLE DISCOVERED CONNECTED SYSTEMS. EXISTING NPC STATIONS REMAIN.

Reference and coverage

Experimental 0.41.0-experimental.1; compiled game catalog and current gameplay source

Shared control and industry guidance covers the approved parity/fabrication update. Platform menu keys and launch/save integration remain different.