GUARDIAN SITES III

VESSEL BLUEPRINTS

This is part III of our guide, but you can do them in any order. If you’ve already done the modules or weapons, then you’ll know the basic functions of the process and can skip a lot of the explanations – but its presented as a complete guide for those coming to it new who want to do the Vessels Blueprints first. For more info on the Guardians and the surrounding lore, missions and information, visit our Guardians page.

Checklist

This is all the stuff you’ll need before you set off.

A ship with a decent jump range; check out our Taxis for suggested builds. If you’re doing vessels, fit a cheap laser (anything).

At least 2-4 cargo capacity and an SRV bay within that ship; best to take 2 x SRVs; as accidents do happen.

A little materials gathering so you can synth fuel and ammo is also wise – you need Sulphur and Phosphorous for fuel and ammo, and Iron and Nickel for hull repairs to the SRV.

Point Defence turrets, on upper utility mounts on your ship. These will shoot down Sentinel missiles for you.

Goals

You don’t have to do all of these, you can do more, you can do less. But following all 3 sections of this guide will unlock for you the following items, deemed to be the best and most useful:

M & S Gauss Cannon
Hull Reinforcement Package
Module Reinforcement Package
Shield Reinforcement Package
Guardian FSD Booster
XG9 Lance Fighter
L Shard Cannon
Guardian Power Plant
Guardian Power Distributor

STAGE III-A: ANCIENT KEYS

We’re now going to run through the process to obtain the a Ancient Keys – each one gets you a Vessel Blueprint. The Blueprint site has no obelisks and fewer farming opportunities, so for components, its worth staying at a previous site to gather the materials you need (see the checklist at the end). For data, don’t worry about trying to farm it at a standard site; we’ll make one more trip before going to a Guardian Technology Broker, where you can finish farming the data you need quickly and easily.

Input the following destination into your ship’s computer:
NGC 2451A Sector LX-U D2-25

Head for the Guardian Beacon

Once in the system (remembering to honk each system for data as you pass through on the way), you’ll head for the Guardian Beacon in your nav panel.

Exit Supercruise

Exit supercruise by the Beacon and you’ll see the following; a central structure surrounded by 3 smaller structures.

Activate the Pylons

The 3 orbiting structures are Energy Pylons. They need to be activated with an energy weapon, so shoot each one quickly in turn with your laser under you get the message “Energy Pylon Activated”. This is the approximate angle to aim at, there is a little meter shown here extending from the bottom of the orb, which will charge up until you get the message.

Scan and Obtain the Ancient Key

Once the Beacon is activated and you scan the datapoint ball, a key will appear at the top. It will slowly float away, so grab it with your cargo scoop and you are done. You can repeat this process so its up to you. if you want to get 3 keys for all 3 fighters, or just move on to Stage III-B.

STAGE III-B: VESSEL BLUEPRINTS

We’re now going to run through the process to obtain the Vessel Blueprint. The Blueprint site has few obelisks and fewer farming opportunities, so for components, its worth staying at a previous site to gather the materials you need (see the checklist at the end). For data, don’t worry about trying to farm it at a standard site; we’ll make one more trip before going to a Guardian Technology Broker, where you can finish farming the data you need quickly and easily.

Input the following destination into your ship’s computer:
NGC 2451A Sector VJ-R C4-22

Head for Planet A1, and the Guardian Structure

Once in the system (remembering to honk each system for data as you pass through on the way), you’ll head for Planet A1, and the Guardian Structure.

Landing Site

We want to land as close to the structure as possible, so our Point Defence turrets will shoot down enemy missiles. Here you can see a view of an appropriate position to land at, which is shown more clearly on the map below; approximate co-ordinates are: -1.1814, 25.3738.

As you park, allocate all pips to WEP so your Point Defence has plenty of recharge capacity.

 

GUARDIAN SITE MAP LAYOUT

Below you’ll see a map of the site, with a compass to get your bearings. The main structure of the site is to the right hand side or “east” of this map and is marked with “start”.

Co-Ordinates

(START) -1.1629 // 25.3897

(A) -1.1734 // 25.3897

Co-Ordinates

(B) -1.1947 // 25.3887

(C) -1.1893 // 25.3697

Grab your Ancient Key

Deploy your SRV, but before you depart, don’t forget to transfer your Ancient Key to the SRV inventory using the Roles panel.

Head to the Start

From your ship you’ll head “South” on the map at a bearing of 110º until you intersect with the raised “pathway”, to the centre of the ruins, marked X.

You’ll bear left up this pathway at 20º to make your way to the main structure.

 

Drive to the Main Structure

Head up the path at 20º to the left-hand side or “West” of the map where you will find the main structure. As you head towards it you’ll note 3-4 Guardian Sentinels will spawn. If you’ve not fought them before check the next panel, otherwise despatch them as you head up.

The main structure co-ordinates are: -1.1629, 25.3897.

This time there are two pylons Flanking the main structure. Get really close to one of them and they will rise from the ground. 

Fighting the Sentinels

The Sentinels are easy to fight. You’re going to be fighting approx 20 per round. As long as you put your pips to SYS & WEP, and keep your handbrake on to help keep you stationery if the occasional missile gets past your point defence, you’ll be fine. Remember to put pips back to ENG if you need to when driving about.

Raising the Pylons

The Pylons must be triggered (raised), then activated simultaneously to activate the main structure. They can be quite hard to spot; appearing as small stone triangular outcrops at first; as shown here. 

This is the base of a Pylon, and we’ll be activating 6 of those to energise the main structure.

This image shows Pylon A before its triggered.

 

Raise Pylon A

Once the two pylons by the main structure are raised, return to the cross shown in the picture above in “Fighting the Sentinels”, and head out of the site on the pathway to the “north” at 270º, through the archway bearing onto 290º.

When the pathway dips down, take a left and head back towards your ship at a heading of 180º until you see Pylon A, shown here with the two main pylons in the background to give you a feel for location. Its location is -1.1734, 25.3897.

You can also grab data from the obelisk at -1.1672, 25.3746 should you wish.

Locate and Trigger the Remaining Pylons

We’re now going to tour the site, and trigger the pylons (make them rise from the ground), killing off the Sentinels. We’re not going to activate the pylons yet, til we get our bearings; but you can of course do this if you are confident to do so as there are fewer materials and data to gather here.

Having raised the 2 Start pylons and the pylon at A, we have 3 remaining to do.

 

TOURING THE SITE

We’re now going to tour the remainder of the site; and as you travel you’ll note the following items:

DESTRUCTIBLE PANELS

On the angled triangular pillars, are 3 destructable panels. These drop components and you’ll need lots of these, so shoot all that you see.

COMPONENTS

Both the Sentinels and the Destructive panels drop these. Cargo bay open, target and collect everything as you go.

ANCIENT RELIC

You’ll also note Ancient Relic towers emerging from the ground. Shooting these will give you a Guardian Relic. However, it has no use at this site so just ignore them.

OBELISKS

There are only a couple of obelisks here so its quicker to farm them another spot. You can select these and scan them for data. You don’t need to change to Analysis Mode.

VISIT EACH PYLON

So now its time to visit our remaining 3 pylons B, C and D, triggering them to rise from the ground.

PYLON B

Head “west” from Pylon A at 200º for a minute until you’re almost at your ship, then “south” at a heading of 110º.

Pylon B is in a small collection of outcroppings at the right hand edge as you approach the area. If you’re struggling to locate it, its visible at the edge of the picture showing pylons C & D in the next panel, and its co-ordinates are -1.1947, 25.3887.

PYLONS C & D

Now head back “north” at 290º from pylon B, until you intersect with the pathway, turning slightly left to hop onto it at 250º.

As you descend the slope where the SRV is shown in this pic, you’ll come to 3 patterns of block in the planets surface; pylons C & D straddle the side of the roadway here at -1.1893, 25.3697, and  -1.1931, 25.3715 respectively.

Activate the Pylons

You’ll now want to shoot each pylon in the centre as shown, to cause them to charge up and send a. beam of light into the sky. Repeat this for all 6 pylons, making sure to put 3 pips to WEP and SYS, as igniting the final pylon will spawn 4 Sentinels. You’ll probably have to travel the map a little to kill them, so do that, and collect the materials they drop, then return to the Start position in front of the main structure, ensuring you’ve got your Ancient Key.

X Marks the Spot

Return to the Main structure. Park up on the X as shown in front of the SRV here, and jettison your Key.

Scan the Datapoint

The orb that emerges can be scanned using your Data Link Scanner to obtain your Guardian Vessel blueprint. 

GUARDIAN VESSEL BLUEPRINT COMPLETED

You’ve now got your first Guardian Vessel Blueprint. Log out and back in to repeat the steps as many times as you require (see our checklist below).

ITEM CHECKLIST

You should now have the following items in your inventory. If you don’t have enough of any of the components you can fight more Sentinels here, or head back to one of the other sites to farm there. Don’t worry about data, we’ll go and get that somewhere else.

Guardian Module Blueprint Segment 6
Guardian Power Cell 105
Guardian Power Conduits 50
Guardian Sentinel Weapon Parts 33
Guardian Technology Component 114
Guardian Vessel Blueprint Segment 1
Guardian Weapon Blueprint Segment 3
Guardian Wreckage Components 71
Pattern Alpha 20
Pattern Beta 16
Pattern Delta 24
Pattern Epsilon 68
Pattern Gamma 16

Once you’re happy you’ve got all the data and components you need (remember the guide above is only for 1 Vessel, so if you want 3 you’ll need to collect additional items), you can finish up your Guardian adventure with a final detour that will give you a bit more insight into the lore and some more missions for another day…