We’re now going to go through the second part of our guide. If you’ve already done part 1 – the Module Blueprints – 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 Weapons Blueprints first. For more info on the Guardians and the surrounding lore, missions and information, visit our Guardians page.


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).

A little cargo space (2-4) 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.


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


We’re now going to run through the process to obtain the 3 weapon Blueprints you’ll need to unlock the S & M Gauss Cannon and the L Shard Cannon. You can of course do fewer or more runs through. Each run will net you one Weapon Blueprint plus lots of components and data that you’ll require to unlock the equipment at a Guardian Technology Broker.

Input the following destination into your ship’s computer:

Head for Planet A 3, 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 A3, 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: -23.2761, 126.3783.


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”.


(X) -23.2688 // 126.3760

(START) -23.2641 // 126.3777

(A) -23.2663 // 126.3862


(B) -23.2602 // 126.3707

(C) -23.2721 // 126.3662


Head to the Start

Here’s a view from the SRV with Night Vision on, showing the location of my ship, viewing the ruins from the top of the map. We’re basically going to head exactly where the turret is pointing, to the centre of the ruins, marked X.

Inside the Ruins

Once you get inside the ruins, you’ll arrive at the approximate centre, or point X on the map. As highlighted here, you’ll see a small triangle in the ground at co-ordinates -23.2688, 126.3760.

This is the base of a Pylon, and we’ll be activating 6 of those to energise the main structure. We’re now gonna head to the main structure, marked Start on the map, at a heading of 20º from this centre point (or “West” on the map).

Before heading up to the main structure you may want to check your controls for putting on your handbrake, switching to turret mode, and firing, as we’ll be engaging enemy Sentinels next.


Drive to the Start Pylons

The start position is to the left-hand side or “West” of the map where you will find the. main structure. The main structure co-ordinates are: -23.2641, 126.3777.

This time there are two pylons Flanking the main structure. Get really close to one of them and they will rise from the ground. You can then turn back 180º and return to Pylon X, on a heading of 200º.

Raise the X Pylon

As you approach the pylon, it will rise from the ground as shown here.

As it rises, 1-2 Sentinels may attack you.

3 pips each to SYS & WEP and put your handbrake on, you’ll see the missiles being shot down by your ships point defence as you enter turret mode and shoot down the Sentinels.


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.

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; there is also a lot of materials gathering to do here. 

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



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


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.


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


You’ll also note Ancient Relic towers emerging from the ground. Shooting these will give you a Guardian Relic. You’ll want to collect one of these as you go, ignoring Urns, Tablets etc.


Surrounding the central courtyard are obelisks. You can select these and scan them for data. You don’t need to change to Analysis Mode.


So now its time to visit our remaining 3 pylons A, B and C, farming as many destructible panels as we can on the way. First we’ll scan the obelisks, then return to the main structure.


Head back to the main structure quickly and you’ll find the Obelisk just in front to the right as you are facing it or -23.2651, 126.3783.


This is found just below the main area as shown here at -23.2655, 126.3745.


This one is directly “north” from II at -23.2676, 126.3793.


The final obelisk is back towards the parking spot, past Pylon X at -23.2720, 126.3735.

Scan it then return to the main structure.


Heading “north” along the ridge at 110º will take you to Pylon A at -23.2663, 126.3862.

Like all pylons when triggered you’ll get 1 or 2 Sentinels.


Head back past the main structure on a heading of 290º and then bear right somewhat to 310-15º to arrive at the cluster of stone structures housing Pylon B at -23.2602, 126.3707.


Finally, head “east” at 200º and across the desert to the final pylon,  C, housed behind the structure shown here at -23.2721, 126.3662.

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 Guardian Relic.

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 Relic.

Scan the Datapoint

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


You’ve now got your first Guardian Weapon Blueprint. Watch the video below if you want, then log out and back in to repeat the steps as many times as you require (see our checklist below the video).


If you’re looking to obtain all the suggested items, you’re going to need do do this section 2 more times. This time round, you can activate the pylons as you trigger them, but don’t forget to collect components; this is the shortlist of everything you’ll need to collect at these sites:

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

This is your last chance to collect components, so you may want to run it a few more times until you’ve got everything on the list above excepting your Vessel Blueprints and Data Patterns – we’ll show you a trick to catch up on data at the end of the Vessels tutorial. Once you’re ready, you can move onto the final Blueprint section, the Vessel Blueprints. Make sure you have that laser we mentioned above….