How do astronomers discover new planets? Warframe: how to open planets in the game How to open other planets in the game warframe

The question of how to open planets from the general list in Warframe is of interest to all users who are just starting their journey in this game. The developers have provided the simplest possible way for this, which allows you to complete tasks at each previous location.

Brief description of the game

To understand how to unlock planets in Warframe, you need to study the entire gameplay. At the start, the user is asked to choose a character from three available. After this, the passage of locations begins. Mercury was chosen as the starting planet, where the player will be taught all the necessary actions and important aspects.

Here it is best to fully study your hero, otherwise there is no point in opening access to more complex tasks. All battles take place in cooperative mode, where users as a team must clear the entire territory.

Discovery of other planets

So, how to open planets in Warframe? This method becomes available immediately after the first boss battle. First you need to be prepared for a difficult battle and have a good team to clear the location. When the main monster on the planet is defeated, a new navigation module will drop out of it. Pick it up and move on to your personal spacecraft. There, go to the map and insert your new item into it. For example, if the player defeated the boss of Mercury, then after using the navigation module he will be able to go to Venus and Mars. The developers have done step by step opening all planets, so that the player gradually improves his character. Before you open new planets in Warframe, remember that in each subsequent territory the heroes will have more difficult missions for which they should be prepared.

Special location

In addition to the question of how to open planets in Warframe, many users are interested in a special location - the Abyss. This is one of the most difficult areas where the craziest missions await players. Accordingly, for completing the game the user will receive many valuable things that will help improve their archetype.

To enter the location, you need to obtain a special key to close the portal, which can only be obtained during “Sabotage” tasks in the Orokin Tower. You should know that beginners should not try to get into the Abyss, because the very first enemies there will make a victim out of the hero. It is best to go through some of the main planets, strengthen your character and then try to enter a special location for prizes. Since the random distribution of players allows you to get into a team with experienced gamers, you should not join this queue, because you will become a burden for the group.

In the previous guide, I told you about the beginning of the game. Now we'll talk about one of the most important things in Warframe - the map.


On the map you have regular missions, invasions, events, forays, syndicate missions and quests marked.
Today we will only look at the planets. What resources drop on them and what bosses drop on them, as well as loot from bosses.

1. Planets

Initially, you have 2 planets available: Earth and Mercury.
Let's look at everything in order:


1) Earth: Levels: 1-80; Conjunctions: Venus, Mars, Lua; Node: Venus, Mars; Faction – Grineer; Boss - ; resources: Ferrite, Rubedo, Neurodes, Detonite ampoule. There are also Moon missions on Earth.


2) Mercury: Levels: 6-11; Connections: Venus; Faction – Grineer; Boss - ; Resources: Ferrite, Polymer Kit, Morphides, Detonite Ampoule.


3) Venus: Levels 3-18; Connections: Earth, Mercury; Faction – Corps; Boss - ; Resources: Alloys, Polymers, Circuits, Fieldron sample.


4) Jupiter: Levels: 16-30; Conjunctions: Ceres, Europa, Saturn; Node: Saturn, Europe; Faction – Corps; Boss - ; Resources: Recyclables, Alloys, Neural Sensors, Fieldron Sample.


5) Mars: Levels: 8-30; Connections: Earth, Ceres, Phobos; Node: Ceres, Phobos; Faction – Grineer; Boss - ; Resources: Recyclables, Gallium, Morphides, Fieldron Sample.


6) Saturn: Levels: 21-36; Conjunctions: Jupiter, Uranus; Node: Uranus; Faction – Grineer; Boss – Resources: Nanospores, Plastids, Orokin Power Element, Detonite Ampoule.


7) Sedna: Levels: 30-85; Connections: Pluto, Abyss; Faction – Grineer; Boss - ; Resources: Recyclable materials, Alloys, Rubedo, Detonite ampoule.


8) Europe: Levels: 18-33; Connections: Jupiter, Abyss; Faction - Corps; Boss - ; Resources: Rubedo, Control Module, Morphides, Fieldron Sample.


9) Phobos: Levels: 10-25; Connections: Mars, Abyss; Faction – Corps; Boss - ; Resources: Alloys, Plastids, Rubedo, Morphides.


10) Uranus: Levels: 24-37; Conjunctions: Saturn, Neptune; Node: Neptune; Faction – Grineer; Boss - ; Resources: Polymers, Plastids, Gallium, Detonite Ampoule.


11) Eris: Levels: 30-88; Connections: Pluto; Faction – Infected; Boss – , ; Resources: Nanospores, Plastids, Neurodes, Mutagen Sample.


12) Neptune: Levels: 27-40; Connections: Uranus, Pluto, Abyss; Node: Pluto; Faction – Corps; Boss - ; Resources: Nanospores, Ferrite, Control Module, Fieldron Sample.


13) Ceres: Levels: 12-25; Conjunctions: Mars, Jupiter; Node: Jupiter; Faction – Grineer; Boss - and together; Resources: Alloys, Circuits, Orokin Power Cell, Detonite Ampoule.


14) Pluto: Levels: 30-45; Conjunctions: Neptune, Eris, Sedna; Node: Eris, Sedna; Faction – Corps; Boss - ; Resources: Alloys, Plastids, Rubedo, Mophides.

15) Lua: Levels: 25-30; Faction: Corps; Connections: Earth; Resources: Ferrite, Rubedo, Neurodes, Detonite Ampoule.

16) Abyss: Levels: 10-45; Faction: Orokin; Conjunctions: Phobos, Europa, Neptune, Sedna; Conditional boss - found only on missions level 40+. Resources: Ferrite, Rubedo, Control Module, Argon Crystal.

17) Orokin Ruins: Levels: 10-45; Faction: Infected; Connections: access via keys; Boss - . Resources: Nanospores, Mutagen Sample, Orokin Power Cell, Neurod.

2. Mission types

There are 2 types of missions:

1) Non-endless missions
2) Missions of endless type.

Non-endless missions include:

1) Hacking- a mission whose goal is to deliver a data package to a specific terminal and then proceed to an evacuation point.

2) War is a mission in which you need to destroy members of the Grineer and Corpus factions. The mission takes place on invasion maps, but without receiving rewards from any side. Is a variation of the cleanup mission.

3) Mobile defense -
a mission whose goal is to deliver a data packet to the terminals and protect the terminals themselves for a certain time.
Any card has 2-3 data terminals that need to be protected for a total of 5 minutes.

4) Murder- a mission whose goal is to destroy the Boss or a specific reinforced enemy (found on alarms). Those killed often drop blueprints and rare resources.

5) Espionage is a mission where players must extract sensitive data from enemy servers, out of 3 in total.

6) Salvation is a mission where the goal is to free a hostage while avoiding detection by the Overwatch. As a reward for completing the game, the player receives one of four spectrum drawings.

7) Raid- a mission whose goal is to find an object and transport it for evacuation, preventing its destruction. He moves due to your shields.

8) Hive is a sabotage mission, the goal of which is to find and destroy three Infected hives, and then proceed to the evacuation point. Unique to the Infected faction.

9) Sabotage is a mission where players must sabotage an enemy base or ship. There are four mission types:

Sabotage a ship's reactor on maps Corps or Grineer;
- Destroying mining equipment on Grineer maps;
-
Destruction of hives on infected Corps ships;
-
Sabotage of underwater laboratories Tyla Regora on Uranus.

10) Stripping - a mission whose goal is to destroy a certain number of enemies. The number of remaining enemies is indicated by a counter under the mini-map. The only mission with a limited number of opponents.

11) Capture- a mission whose goal is to find and capture an enemy operative. To capture the target, you first need to catch up and deal some damage to knock it down.

12) Invasion - a mission in which we need to choose a side in the conflict and play 3 missions in a row on its side to receive some kind of reward. Sometimes on these missions there is a task to kill the boss.

13) Mobile defense on Archwing- m Archwing Mobile Defense missions are similar to regular Mobile Defense missions.

14) Archwing sabotage- Archwing sabotage missions similar in purpose to regular sabotage missions.

15) Clearing on Archwing- m Archwing clearing missions have similar objectives to regular clearing missions.

Endless missions include:

1) Survival - a mission whose goal is to hold out for as long as possible against constantly arriving enemies.
After activating the control panel, the supply of oxygen begins to decrease, which can be replenished in two ways:
-
Life support capsules , which periodically appear on the map, and when used, restore 30% of the oxygen supply.
-
Personal life support capsules, which drop from enemies upon death with a probability of about 65% and restore 5% of their oxygen supply.
You can leave the mission only after 5 minutes have passed since the start. The reward increases similarly to the rewards for endless defense, but instead of waves, the threshold here is a 5-minute interval.

2) Interception- a mission where the main goal is to hold 4 control points on the map: Alpha (A), Bravo (B), Charlie (C), Delta (D). The side that captures the enemy's data faster will win (progress gauge up to 100%). Initially, all 4 towers belong to the enemy; scoring will begin after you capture the first tower. The capture speed depends on the number of your points (~0.5%/sec for all terminals). The enemy can activate the point through the capture remote control or by entering the tower's coverage area if there is no player inside it. To capture, the player must be within the range of the tower. When you finish holding the towers and reach 100%, you need to clear the area of ​​the remaining enemies.

3) Defense - a mission whose goal is to protect a certain object from waves of enemies. The wave is considered completed if all the enemies that appear are dead.
There are two mission options:
-
Infinite - every five waves you are given the opportunity to either take a randomly generated reward (which one you can see) or continue protection. It is necessary to take into account that the complexity of the waves gradually increases. Thus, the mission is considered valid if the group completes 5, 10, 15, 20, etc. waves, chose a reward and left.
-
Limited - you need to defend 10 waves, after which you receive a reward. Such defenses are found on alarms, nightmare mode and infection outbreaks.

4) Excavations- a mission whose goal is to extract the cryotic resource and receive additional rewards using excavators.

5) Archwing interception- m Archwing interception missions are similar in purpose to a conventional interception mission. The goal of these missions is to hold all the towers .

6) Archwing Defense- m Archwing defense missions have similar objectives to regular defense missions. But unlike the simple game mode, in the Archwing mode there are 2 stationary defense objects that require protection, and not just one.

3. Bosses

There are bosses on every planet, the assassination mission in Orokin Ruins and the sabotage missions in Orokin Tower. There are also 4 minibosses and 2 raid bosses.

1) Councilor Wei Hek - a boss who is located in the Oro (Earth) location, which is only accessible to players with rank 5 or higher. The reward for successfully destroying Advisor Vay Hek and completing the mission is one of the blueprints for the Hydroid warframe. Also, after defeating Heck, there is a chance that he will drop an Argon Crystal.
The fight with the Advisor occurs throughout the entire level. During the first stage, he will fly above you, appearing and disappearing again. You can only damage him at this stage when he reveals his face.


Gulchatay, open your face


Wow.

Try to avoid close contact with him, as he can give you an electric shock that will reset your energy reserves.
During the final stage, before his life bar is significantly reduced, he will transfer to his frame - Terra. During the battle, he will make high jumps and be constantly on the move, actively using the Propaganda Drone as well as the Orbital Guidance Drone. He has an ability similar to Rhino's Charge - at a short distance from Terra, he uses it, and if you hit your warframe, you will be knocked down. He can also use his Grineer soldiers for healing, try to kill them right away. After destroying Heck's frame, he himself flies out of the level.
I advise you to take a fairly accurate lethal weapon, or a weapon that hits the area when it comes into contact with the surface.

2)Captain Thief - is the boss of Mercury and the first boss players encounter.

He can be found on the Tolstoj mission. After killing him, the player can receive a blueprint for the Kronus sword or a blueprint and parts for the rare Prophet pistol.
Also, Captain Thief, paired with Lieutenant Lech Krill, can be found in the Iliad location on the planet Phobos. Despite the fact that Captain Thief there is a higher level and stronger than on Mercury, his abilities and tactics have not changed. By completing this mission, the player can receive a blueprint for Dual Gremlins or a blueprint and parts for Mythra, as well as in addition to them blueprints for Trinity parts.
A modified and enhanced Thief is also found in the Abyss.

Phase 1
At the beginning of the fight, the Thief primarily uses his Prophet pistol, teleporting around the room. Even though the damage of this pistol is not too high, it can be dangerous for beginners.
Phase 2
At 70% health, he begins throwing Electric Mines, which are similar to Vauban Tesla's ability and attack nearby players. Even though their damage is not too high, standing within the range is highly discouraged, as this can quickly remove the player's shields and health.
Phase 3
At 40% health, Captain Thief stops using his pistol and starts using the Orokin Laser, which deals much more damage than mines.
At each phase change, Captain Thief teleports a platoon of Grineer soldiers into the room, who attack the player while Captain Thief himself encases himself in a golden-colored, impenetrable Shield Sphere and regenerates his shields. While in the sphere, he completely blocks incoming damage, so attacking him at this time is useless.
At any stage of the battle, you should not get too close, as Captain Thief will start using Kronus. The boss's weak spot is the head, so it is recommended to shoot at it.

In Orokin Tower IV, Captain Thief can appear at any point during the mission, so be prepared and stay close to your team. The updated Thief does not summon allies or use an orb of invulnerability to restore shields, but is still able to teleport, leave mines and use a laser. When teleporting, the Thief knocks down opponents, so it is recommended not to stand still and constantly move.
In the tower, he acquires a new ability - Inferno of Light: by lifting the key up, he summons pillars of light from the ground, which cause area damage. Staying inside such a pillar blinds and disorients the player.
The only vulnerable point on the Thief's body is the luminous sphere in the abdomen; shots to other parts of the body will not cause damage to him.

3) Jackal - the final boss on the planet Venus. He is on the Fossa mission. At the end of the mission, the player receives any of the three blueprints for Rhino.


When attacking, separate from heavy machine guns, the Jackal can fire a barrage of missiles that deal very heavy damage and can easily kill you in one hit.
Jackal's second ability is sticky grenades. Its main danger is that the damage caused by grenades is very high, and the explosion itself has a large radius. There is a loud bang when the grenades are released. Grenades fly out like a fan in a certain direction and attach to any surface.
The Jackal can also create large shockwaves (which are created by stomping) if the player gets too close, but they can be jumped over.
When you enter the arena to the Jackal, he will be waiting for you in the center of the room. The introductory cutscene starts after all players get close to him.
The Jackal's body is usually protected by a very heavy shield. Most in an efficient way To damage his main body, shots are taken at the legs, which have no protection. Damaging either leg will cause the Jackal to fall, during which his heavy shield is disabled. At this time, it is necessary to deal as much damage as possible until his armor is restored, although after inflicting a certain amount of damage on him, he will in any case get back to his feet, no matter how quickly you did it.
For a period of time, while the Jackal gets up after being knocked down, he will also be resistant to a certain amount of damage.

4)Alad V (read as Alad Vi, not Alad 5 (five)) - one of the most important characters in the game's storyline, as well as the boss of the Corpus faction, which is located on Jupiter. He is accompanied by a robotic pet/guard, Zanuka, which he built from parts of Warframes he dismantled. After killing Alad V and Zanuka, you can get one of the Valkyrie blueprints.

Shields phase
Zanuka has a huge amount of shields that are quite difficult to destroy with just a weapon, so it makes sense to force him to drop them himself. To do this, simply dodge Zanuka's attacks and concentrate your fire on Alada. Try to shoot at him from a distance, as his Fire Pulse will not allow you to get within melee range. When you remove Alad's shield, he will summon Zanuka to restore his shields. At the same time, Zanucki's own shields disappear.
At this phase, Meg with the Shield Polarization ability will be very useful.

Health phase
Once Zanuck is left without shields, he is much easier to kill. Remember that Alad cannot die until Zanuka is destroyed. In the event that the player continues to attack Alad and reduces his health to zero, Alad will fall and Zanuka will rush to his aid and revive him.
While Zanuka has not restored his shields, concentrate your fire on him and kill him. After Zanucki's death, killing Alad is not difficult. Although Zanuka is agile, most players will still be much faster, making the speed strategy the best. Zanuk's explosions work more as a support; the real threat comes from the missiles, which can remove all shields in one salvo. Just avoid his attacks until he goes down or take him out of the game with skills like Vauban's Bastille. Zanuka can also be knocked down using Loki's Disarming Radiation ability.

5) Sergeant - final boss of Mars. He can be found in the War mission. At the end of the mission, the player receives any of the three blueprints for Meg.

The sergeant is in a large open space filled with boxes. It is highly recommended to eliminate all other enemies and isolate the Sergeant before entering the area. Despite its high damage, it fires slowly, so it is advisable to move in a zigzag to avoid its shots. Like a regular Corps soldier, the Sergeant has the same vulnerabilities, and using a weapon with a magnetic or electrical damage mod can put him in permanent stun.

The Sergeant's movements are visible when using the Enemy Detector, even if he is invisible. Or use a guard with fire damage, because he will continue to shoot at the sergeant, even when he is in disguise and unmasks him by burning.

6) General Sargas Rook - the final boss of the planet Saturn, located on the Tethys mission. At the end of the mission, the player receives any of the three blueprints for Amber.

General Sargas Rook is invulnerable for most of the fight, so don't waste bullets. The battle consists of 3 phases.

First phase. Rook fires a shoulder-mounted grenade launcher at mid-range, attacks with an AOE explosion in the melee area, and creates a "carpet bombardment" across almost the entire arena. You can hide from attacks in the control booth in the middle of the arena. To enter the second phase, you need to detonate Ruk's shoulder-mounted grenade launcher. It becomes vulnerable only for 2-3 seconds, at which point it is illuminated in blue and white, which is not always clearly visible. After the grenade launcher is detonated, the second phase of the battle begins.

Second phase. Instead of using a shoulder-mounted grenade launcher, Rook starts using a flamethrower. If you get close to it, it causes a ring of fire that quickly expands in area, knocks you down and deals significant damage. Sargas's stomach becomes a weak spot. The damage mechanics are the same as with a grenade launcher. After the point on the stomach is broken, the third phase of the battle begins.

Third phase. During the third phase, Rook uses the abilities from the 2nd phase, and also summons pillars of fire that occupy a large area and are capable of causing significant damage. The back becomes the weak spot.

7) Kela De Thame - The final boss of Sedna. Located in the Merrow location. At the end of the mission, the player receives any of the three blueprints for Sarina.

Kela De Thame's missiles can be nearly neutralized by constant movement, but this is quite dangerous due to the Grineer rollers she summons. Three rollers at the same time can completely block the player, so if there are fewer of them, it is better to try to kill Kelu as soon as possible.

Fight on the ledges
A good battle option might be to position yourself on the high ledges at the end of the boss arena. Due to the high altitude and distance, it is easy to move away from incoming missiles and render Kela's missiles useless. The best thing about this option is that the drones can easily get stuck in the walls when they try to climb the stairs to reach you. This makes the battle with Kela quite easy. However, you need to be careful not to fall off the ledge if any drone does make it to the top.

Pipe fight.
There is another placement option, on white pipes at the central level. They're long enough to strafe left and right while avoiding missiles, and they're adjacent to two black boxes for extra space. Drones cannot reach you while you are on the pipes, although they can periodically hit you while jumping. Here you also need to be careful not to fall.

8) Raptor is a Corpus boss found in the Naamah mission on Europa. At the end of the mission, the player receives any of the three blueprints for Nova.

Before fighting the boss, it is preferable to clear the arena of other enemies.
During the battle with the Raptor, you should not constantly be in open space; hide in containers or in ventilation shafts on both sides of the arena, making short-term forays.
At the beginning of the battle, the Raptor attacks with laser charges, which, thanks to their high speed, you can dodge or hide. Raptor also scatters mines across the field, which will explode when the player approaches. Be careful, because while looking for the boss in the sky, you may not notice the mine under your feet.
Although the Raptor has relatively strong shields, they do not automatically regenerate. Therefore, several times during the battle, after receiving serious damage, the Raptor will fire homing missiles and close to restore shields. You should not try to run away from missiles in open space or hide behind an obstacle - too large a damage zone will not allow you to do this. So, as soon as you hear the sound of rockets being fired, run to a shelter with a roof and wait out the attack.
When the Raptor closes, the vulnerable points are its head and tail.
When killed, its core drops out. It must be thrown down all 3 "chimneys".

9) Teal Regor - the boss of Uranus, located in the Titania location. At the end of the mission, the player receives any of the eight blueprints for Equinox.

The boss battle takes place in a unique arena, and takes place in three different phases. The arena itself is three stories high, and it looks like a huge round room with a statue of Regor himself in the center. Along the edges of the room there are movable platforms that move out and form a kind of balcony when the second phase of the battle begins. You start the battle on the middle level, under the feet of the statue.

The battle with Til Regor takes place in three stages:

Stage 1: Teal Regor will appear and begin attacking any nearby players with his ax and shield Ak and Brant. Regor moves extremely quickly, despite his appearance, which makes fighting him difficult. He also uses the smoke screen that Mad Men use to disguise their actions. Throughout the first stage, Regor will teleport around players and try to take them out of the game. Having lost a third of his health, he will "shoot" his fists through the window, flooding the lower floor of the hall, and starting the second stage.

Stage 2: Right after the second stage begins, Regor will teleport out of the room, leaving you to fight a group of Drekar Madmen. Once the players have destroyed all the Madmen, Teal Regor will return back to the room and continue to attack you. Having lost the second third of his health, he will move to the upper level and break the second glass, completely flooding the two lower levels and starting the third phase of the battle.

Stage 3: It is best for you to spend the entire third stage on the upper level of the location, because the lower two will be flooded, and the water will be electrified. Being in water will cause constant high damage (around 50 per second), which can kill Tenno with low level shields or health. Also, at the third stage, Regor leaves against you not only the usual Drekar Madmen, but also the Drekar Mad Bombers. By destroying them all, you will force Regor to return to the room, where they will only have to finish off the remaining third of the enemy’s health, after which they will proceed to the evacuation.

10) Mutalist Alad V is a mutated version of Alad V that first appeared in update 15.5. He is the boss of Eris. You can get to it only by making the key Infected Alad V - Murder in the forge after completing the quest "Patient Zero".


The reward for destroying the Mutalist Alad V is blueprints for parts of Misa's wargame.

Mutalist Alad V is completely invulnerable to all types of damage while wearing his collar. Alad becomes vulnerable only at the moment when he uses one of the abilities associated with this collar. Damage types such as toxic or slashing can damage him even if he is invulnerable, but all damage will only be dealt when he removes his collar.

During the battle, other Infected will appear in the arena. The main threat is the Tar Mutalist MOA, which will try to slow you down, and the Swarmer Mutalist MOA, which will release clouds of infected spores, reducing the Warframes' visibility and dealing minor damage over time. It is recommended to destroy the appearing enemies as soon as possible so that they do not interfere with the battle.

11) Pack of Hyenas - These are robots created by the Corps. They can be found on the planet Neptune in the Psamathe mission. At the end of the mission, the player receives any of Loki's three blueprints.

Hyenas are vulnerable to Warframe abilities such as Rhino's Stomp or Vauban's Bastille.
​If you are playing in a team, try to focus on one Hyena, then finish off the rest.
Hyena Th(Thorium) uses magnetic damage, which means that when you receive damage it can “burn” all your energy, it is recommended to kill it first.

12. Lieutenant Lech Creel the final boss on the planet Mars. Can be found in the War mission. At the end of the mission, the player receives any of the three blueprints for Excalibur.


Also, Lieutenant Lech Kril, paired with Captain Thief, can be found in the Exta location on the planet Ceres and knock out parts of Frost from them.

This boss enters the battle in two different phases, using different abilities in each:

Phase 1.
During this phase, Creel only uses Gorgon. With her extremely high fire rate and damage output (29 damage per shot), your shields and health will disappear in a matter of seconds. When trying to get too close, Kreel will start using his Brokk, knocking the player to the ground.

In addition to weapons, he also has two abilities to assist himself in battle. The first of these is Freeze, the same as Frost's Freeze, which serves as a weapon projectile. If it hits a player, it will deal 150 damage and will additionally add a freeze effect on you, significantly slowing down your movements for a few seconds. The second ability is Ice Wave, similar to Frost's ability. Watch Creel's animation: when he raises the hammer in front of him and slams it down, he will create a straight wave of icicles in front of him that deals massive damage.

When the battle begins, Creel is completely invulnerable. However, he has a red energy ball on a cooling tube on his back. This ball can be seen during the cutscene; it is Creel's weak point. Once the ball is destroyed, one of the four cooling pipes is destroyed, forcing him to use Ice Wave, causing Kreel's cryopack to malfunction and him to freeze himself by slamming Brokk into the ground if no one is near him, becoming temporarily vulnerable.

Continue until the four cooling pipes collapse.

Phase 2.
Once Creel's cooling pipes are destroyed, he will go berserk, covering himself in flames. At this point, he will lose his invulnerability, remove the Gorgon and enter the melee using Brokk.
Despite his large size, Creel is extremely fast and can easily catch you. His hammer is very powerful in combat and has a much faster impact speed in the second phase. He also has the ability to knock over the player, although this can be avoided if you are careful enough. Of course, Creel can be smarter than just chasing the player in a circle.
During Phase 2, Krill's Ice Wave will turn into a Flame Wave, which Krill uses in front of him, creating a direct blast that deals temporary fire damage to the player. He can also launch his hammer at the player like a boomerang, similar to a Glaive throw, dealing approximately 300 damage per hit.

There is a huge vulnerability in Kril's defense - a long delay before the shield is restored. However, this disadvantage is compensated by incredibly strong armor, which reduces all damage done to his health.

13) Ambulas - the final boss of the planet Pluto. It can be found in the Hades mission. At the end of the mission, the player receives any of the three blueprints for Trinity.

Before entering the boss, you need to collect 40 Animo navigation beacons.
The mission takes place at the Corpus Outpost. First you need to find the place where finished robots are loaded into Frod Bek's ship. After the entire team has gathered on the take-off site, the lifts are activated. Each wave, two copies of Ambulas will be delivered to the surface (with the exception of the first) and a 2-minute timer will start. To win, you need to disable them, hack 6 copies and protect them until the end of the countdown. If you miss at least 3, then Frod Beck will remain satisfied and leave the planet with a deadly cargo.

14)Lefantis – boss of the Infected, added in update 10. In the original it was supposed to replace J3-Golem (replaced by Alad V), but was moved to Orokin Ruins. It is also the most difficult to kill, since the Lephantis Coordinates necessary to gain access to the boss can only be obtained in the Orokin Ruins locations, and he himself is killed in several stages.


The reward for destroying Lephantis is drawings of Warfame parts Nekros.

When entering the boss room, a short video plays in which the head of the Ancient Infected bursts out from under the floor, opens its mouth and disappears back.

Lefantis will not appear until all players are in the same room.

Phase 1.

This phase of the boss fight takes place in an empty room with the destructible remains of the Death Balls. Heads randomly burst out of the floor, knocking down nearby players. During this phase, the player is attacked by 3 heads with different abilities. You must move around the map, dodging poison bombs, spikes and scythe attacks, while attacking the heads that appear. Don't forget that damage is only dealt to vulnerable spots highlighted in pink; there is no point in shooting at the body. You will also have to kill the summoned Infected Runners and destroy their respawn points.

After destruction, each head drops items in the form of Mods, Energy/Health Spheres and various ammunition. Once all three heads are destroyed, another video of the ceiling collapsing will play, forcing the player to drop down to the level below.

Phase 2.

In the second phase you meet Lephantis himself, all of whose heads are aligned. Head attacks remain unchanged. If you get too close to Lefantis, he will drop his body to the floor and knock down nearby players. The heads are located on different sides, so you can only attack one head at a time. The only way to kill Lephantis is to destroy all the heads. The best way is the alternate destruction of heads, when all players focus attacks on one head. If you stand opposite one of the heads, then the other heads will not be able to deal damage to you (although their attacks will not stop).

During this phase of the fight, Runners, Jumpers and Infestoids appear from the infected spawn points. Puddles of water in the second phase deal electrical damage.

15) Forid - the boss of the Infected, who appears instead of regular bosses when an Outbreak of Infection occurs on the planet. In this case, the player is given the choice of which assassination mission to go through: the original boss of that planet or Phorid.


Phorid's claws deal heavy damage and knockback, making melee combat with him solo or with two players practically suicidal. However, you shouldn't be too far from him either, since Phorid can use Psionic Charges.
Vulnerable to corrosion due to the type of armor it has.

16) Sisters Sprague and Ven'Kra Tel - special Grineer minibosses. They are two of the three minibosses with the Abyss Keys needed to close the Portal. Both have jetpacks, giving them fairly high mobility. Sprague uses the Ax (Scindo with the Manticore skin) and special melee abilities, and Ven'Kra Tel uses Vulkar and special ranged abilities.


The easiest and fastest way to kill the sisters before they discover you is by shooting at the jetpacks from a weapon that deals high damage per shot. It is well suited for this task Loki with mod installed Silent Invisibility , since otherwise the sisters may hear your shot, and this will lead to their active movement even if they did not see you and, as a result, it will be difficult for you to hit their jetpacks.

17) Lynx- A mini-boss found in some Orokin Sabotage missions. Lynx is similar to bosses such as Ven'Kra Tel and Sprague. In addition to Orokin Sabotage, Lynx is also encountered by players during the Archwing quest.


Also, in the espionage mission there is a Grineer vault, in which a Lynx appears when the alarm is activated.
First, kill the Lynx Leeches (until you do this, no damage will be dealt to the Lynx). Next, you can calmly attack. The boss, unlike the Jackal, is very easy, a couple of accurate shots from any weapon are enough.
It may happen that on an espionage mission in a Grineer location you may come across a vault with Lynx herself in the middle of the room. Initially, the Lynx does not show any activity, but if the alarm is raised, the Lynx will descend and begin an attack. As a rule, the Lynx's level is close to the set level of the opponents on the map, so on Mercury it will not cause any special problems. However, if you don’t want to fight him, you can either run away or set Grineer soldiers on him.

18) Juggernaut Behemoth - a monstrously strong and huge monster of the Infected faction, resembling an enlarged Forid. Appeared as a boss on Eris during the tactical alert Punishment of the Black Cumin. Since update 17.5, he has been present on the mission to kill Golem Jordas as the boss of the first stage.


A very durable and armored boss, in addition, he is vulnerable only at certain points, which are mainly located on his stomach. In a short period of time, after shooting with spikes, vulnerable points open on the back. The simplest tactic against him is to use Nova to slow him down.

19) Golem Jordas is the boss of the Infected on Eris. Combining the flesh of the Infected with the technology of a Corpus ship, Golem Jordas uses powerful weapons combined with impressive armor to combat enemies in deep space. From the Golem you can get parts of the Atlas warframe.

The battle takes place in 2 stages: the first phase - on the Infected ship, the second - in space in Archwing mode.

The first stage of the battle requires reaching the point - the mission goal, where players will encounter the Juggernaut Behemoth. After defeating the mini-boss, the battle moves into the second stage and players move into space (Archwing mode), where the battle with the Golem takes place.
The Golem's only weak point is the engines on its back. During the battle, the boss moves between several points. While stationary, Jordas fires a laser at a random player three times, creates a rapidly expanding medium-radius sphere of fire centered near him, and releases a sphere of electricity that chases one player at high speed. It is recommended to dodge laser shots and avoid collisions with the sphere of electricity. When moving, the boss leaves a path in which infected drones appear. When the boss's health drops below 40%, the Golem will constantly move when the player approaches a sufficiently close distance, without leaving a path with drones behind it.
When killing a boss, it is recommended to use the Corrosive Burst aura.

20) Grastragh Three are a Grineer death squad that hunt those who help the Corps.

When fighting Grastragas, it is worth remembering the following things:

When they appear at the location, the troika will quickly begin to approach you, trying to crush you with numbers and good weapons.
-3 The Death Cube can cause some problems, try to keep a distance between you and the Trinity.
-Use the features of the landscape, climb high and wide boxes, run along stairs, try not to make direct contact.
-Avoid dead ends and narrow corridors, well-covered places are good only as long as your enemies are far from you.
-If possible, lure the Grastragh Three out into the open.

21) Stalker is a dark and vengeful character who appears during quests. His level is significantly higher than that of other enemies. It attacks one player and will not disappear until it kills the target or is defeated. His appearance is preceded by flashing lights and ominous threats in the form of an image of the Stalker with a message, which are displayed only to the target player. After the third message, he appears near the target, regardless of its position. After defeating or killing the victim, the Stalker disappears in a cloud of smoke.

In order for the Stalker to start hunting the player, it is necessary to kill bosses. After killing the boss by the player himself, the Stalker will send a threatening letter, which can be read in incoming messages.

Stalker has three types of weapons in his arsenal. After his appearance, he uses his main weapon called Fear. In the midst of battle, it is possible to use a secondary weapon, Despair. If the Player gets too close, the Stalker will use a scythe with a terrifying blade called Hatred.

Shadow Stalker

After completing the Second Dream quest, Stalker appears in shadow form. Armed with the heavy sword War and equipped with the armor of Pacal, the Shadow Stalker can adapt to damage in the same way as the Sentients. He doesn't use Fear or Despair, which puts him at a disadvantage at long range. The Shadow Stalker's main attacks are dealt by the Majestic Blade ability using the heavy sword of War.

Peculiarities

  • The stalker comes to players whose warframe level is above rank 10.

  • The Stalker can appear in any location, except for boss kill missions, Syndicates, forays, as well as missions where enemies should not appear (Dojo and Relay).

  • To increase the number of times the Stalker appears, it is worth killing several different bosses.

    • On the mission to kill a Pack of Hyenas, a letter can be obtained for each of 4 Hyenas.

    • A letter for killing Captain Thief can be obtained by killing this boss on the planet Phobos.

  • In a team, only the target will be able to see the Stalker's messages, but all players will see the light flashing. Regardless of whether the Stalker wins or loses, the light will flash as he leaves.

  • The Stalker does not belong to any faction, therefore he can be killed not only by Tenno, but also by members of other factions.

  • The chance of a Stalker appearing is 1.5% (~ 1 time in 65 missions) + 0.5% for each player in the group, if each player has a Stalker mark.

    • There is a delay of 30 to 280 seconds (~4 minutes) before the Stalker appears on any mission.

  • Shadow Stalker is slightly taller than Warframe.

22) Hunter Zanuck is a gray-colored copy of Zanukki, controlled by Alad V. The Reaper appears like a Stalker when the light flashes, and attacks one Tenno. Neutral for other players until they attack him.

You can provoke an attack by Hunter Zanukki by supporting Grineer in invasion missions. After 5 completed missions, a message will be received from Alad V warning of an attack, however, this does not mean that Hunter Zanuka will appear on the next mission.

Zanuck's Hunter only attacks in missions against the Corps (including invasion missions against the Corps).

If Hunter Zanuck kills the target and successfully captures it, a secret mission will start where you will need to collect your weapons/abilities and escape. If you fail this mission, the warframe and weapons become transparent in the inventory and are unavailable for use until the next replay of this mission.

Science

You might think that finding a planet orbiting a distant star would require huge telescopes that are so powerful that they can pick out even the faintest and smallest details. Why, then, not build a truly huge telescope that could make a huge number of discoveries?

It is quite difficult to detect such alien worlds, since they are very close to bright stars, the light of which does not allow them to be seen. Also, if an exoplanet is located far enough from its parent star, the little light it reflects will be too faint to be detected by even the largest telescope. So actually finding a planet requires some incredibly inventive indirect techniques. Only 7 percent of exoplanets have been discovered through direct observations.

Methods for discovering new planets: the Doppler method

Distant stars exert their gravitational forces on planets, thus keeping them in orbit, but the gravity of the planets themselves also causes them to be attracted to the star. If the gravitational forces are equal, two celestial bodies revolve around the same point. This center point will be at a specific location, depending on the mass of both objects.


The star will move away from its center of mass quite a bit, just as a thrower deviates from the center when he turns before throwing a hammer. By studying the light emitted by a star, we can notice subtle movements and detect changes in the position of spectral lines. Measuring these changes allows us to determine the approximate mass of the planet. This exoplanet detection method is called Radial velocity method or Doppler method.

Astrometry acts as a complement to this method when gravitational fluctuations are too large for telescopes, which makes it impossible to see the change in the position of a star at a time when an exoplanet is in its orbit. However, the change in star position is usually so small that using this method is problematic.


In the case of a "super-Earth" HD40307g, this exoplanet was discovered using an instrument called HARPS(English) Europe's High Accuracy Radial velocity Planet Searcher), a spectrograph installed in European Observatory La Silla in Chile, which is able to sense the faintest changes in the stellar spectrum, thus making it possible to prove the existence of an exoplanet in the habitable zone.

Neutron stars, pulsars and their planets

In some special cases, a similar method is used to determine the presence of planets near pulsars—fast-rotating, extremely dense neutron stars. As they rotate, stars emit intense radiation in the form of rays that are similar to the rays of light from a lighthouse. If the Earth is in a position where this beam of light falls on it, then earthly observers may notice a pulsation of energy. It is thanks to this pulsation that these stars got their name - pulsars.


The presence of a planet in the orbit of a pulsar star causes its light to fluctuate due to the planet's gravitational forces, which affects the "schedule" of the pulsation. By measuring pulse variability, the orbital characteristics and mass of the planet can be determined.

Methods for discovering new planets: Transit method

In other cases, the exoplanet's orbit lines up so well that it can be observed from a vantage point on Earth. When a planet transits in front of its parent star, it obscures its light, and an observer on Earth, seeing the star, can also spot the planet at that moment. By measuring the change in a star's luminosity during a planet's transit, one can determine the physical size of that planet and even its physical properties. This technique is called Transit method.


NASA Space Telescope "Kepler" was designed to detect minute fluctuations in the luminosity of stars when exoplanets transit ahead of them. Currently, using this telescope, it has been possible to detect about 2,300 candidate exoplanets (although these signals still need to be verified) in a small area of ​​the Milky Way.

In systems with many planets, researchers use Transit Time Variation (TTV) Method. Small deviations in orbital periods indicate the presence of another planet nearby, which may not be visible to the observer.


Very rarely used is a method called Gravitational microlensing when a star passes in front of another, more distant star. The gravitational field of a star closer to us forces the light of a more distant star to bend around it, like a magnifying lens. In this case, it is possible to detect bursts in the luminosity of a nearby star. If there is an exoplanet near a nearby star, its gravity will affect the lensing effect.


There are other indirect methods for detecting exoplanets near distant stars, but probably the most accurate is direct observation, which still remains a complex method. With the development of technology in the future, it will most likely be possible to observe exoplanets directly, but for now we can only imagine these worlds in our imagination.

Do you want to build a large base in a mayor simulator on a distant planet? Planetbase? This material will discuss the main gameplay problems that players encounter, as well as ways to solve them.

Optimal amount of electricity

There is no such thing as too much electricity, so try to build more turbines to generate electricity from wind energy and solar panels. In this case, each generator should have two maximum electricity capacitors, since at night, in the absence of wind, all reserves can be exhausted.

Ideally, your base is Planetbase During the day or with an average wind, it should consume as much electricity as it produces, and at night, in the absence of light and wind, you should have enough electricity to keep the base operational until the next generation period.

It is better to build electricity generators and its capacitors in mountain gorges or in areas that are not very suitable for building a base. Don’t worry if the suitable area is far from the base - maintenance is a fairly rare process, which, in addition, may require work, but still, don’t overdo it, having the base in one corner of the map, and generators and capacitors in another corner.

However, sometimes in Planetbase, due to game mechanics or due to bugs, there will be situations where generating electricity is impossible.

What should I do if Planetbase runs out of electricity?

A very common question, especially since lack of electricity is one of the main reasons causing the death of a base in Planetbase. The solution we propose only applies to those planets that have an atmosphere, since you can only restore energy at night if you have wind turbines.

The problem itself arises due to too long a lull, when the energy stored in the “power banks” is enough for a day and a half, but by the end of the next night it runs out. So, as soon as you see that the electricity in the “banks” will soon run out, make a save and exit the game.

Load the save again and see if there is enough wind to spin the turbines. If you are not satisfied with something, re-login again. The wind flow will have to quickly reach the required level. Simple enough to use when these types of problems arise.

Consider distances

Another task for you Planetbase- to ensure that people's work is optimal. This concept also includes the distance they travel from the place of resource extraction to their processing, from the canteen to the current place of work (mine or machine), from the place where resources are stored to the spaceport site.

Therefore, do not grow wider than necessary. Planetbase does not support the principle of dividing the territory into regions, that is, NPCs can move around the base in a chaotic manner, enter different places and inspect different areas, take this into account when you build new domes and try to make sure they move as little as possible.

To implement this principle, plan direct, short routes to each of the important buildings and install more gateway exits from the base.

Save space for the colonists

Feature of game mechanics Planetbase The point is that it is better to place industrial buildings near the airlock, and residential buildings - further from the entrance to the structure and near mountains and other obstacles that prevent its continuation in this direction.

Another feature of the game mechanics is that colonists can walk a long distance from their place of work to their place of rest, that is, if you have three bedrooms in different angles bases, NPCs can move between them, wasting time. It will be better to place dormitories, dining rooms, bars and gyms in one area or conglomerate, closer to the center of the entire base.

As for bars and gyms, then there are enough of them for 1 per 150 colonists. Bedrooms need to be close to 100% occupied so people work full time in shifts. Otherwise, they will work during the day and sleep and rest at night, which will noticeably slow down your development and break the game mechanics.

Also, you should not build “personal beds”, since they take up a lot of space and are assigned to the colonist, which is irrational.

Let the colonists rest and eat, don't chase them to death

This problem can arise when you develop your base enough and you have a lot of buildings, so getting from one end of the base to the other will be quite difficult and time-consuming.

If you are still interested in trade, then constantly selling excess resources, your colonists may begin to get tired due to long journeys to the buyer and for goods. In order not to deprive yourself of deals and give them a rest, declare a yellow threat level at the base and give people time to sleep and eat, after which you again allow them to leave the base.

In this way, you can solve the problem of excessive fatigue or malnutrition that arises due to other reasons, especially malnutrition. Game mechanics problem Planetbase The point is that the colonists' need to eat is one of their lowest priorities, and they may well work themselves to death doing your bidding.

Warehouses are dangerous things

Probably every player built large warehouses for storing goods Planetbase. However, in fact, they will do more harm than good and the reason is very simple. Colonists spend time taking components to the warehouse, taking them and turning them into a product, or taking any item from there to sell.

As you understand, all this takes time and effort, so it’s not worth building warehouses. If your colony exceeds 250 people and you have a large surplus, you will have to build many delivery robots along with the warehouse (about 25-30 more, that is, increase their number to 50) so as not to distract people from moving around.

Until this point, it is better to discard unnecessary resources in a timely manner and store them right where they are produced.

Another mistake you can make is to build two or more warehouses in different areas of the base. Due to the nature of the program code, NPCs can start dragging products from one warehouse to another, up to half of the available staff can do this, so if you decide to build a warehouse, there can only be one.

Don't let farms and machines stand idle

As we noted above, it is necessary to build shift work cycles, since it is extremely important to occupy each mine, farm or machine with an employee.

The difference between a mine and a farm or machine is that several people or robots can work in a mine, while a farm or machine is controlled by just one. This means that, firstly, you don’t need many mines - in the first few years, one or two (four) will be enough, the main thing is that people work in them around the clock. Secondly, a similar principle should apply to farms and machine tools.

Remember that all these industries consume electricity, regardless of whether they are working or not, so the more densely they can be loaded, the better.

Base rebuilding

In our opinion, rebuilding the base in Planetbase it’s not worth it, this can only be done once - when it is necessary to replace the original small buildings with large ones. We advise you to first mirror large residential structures and connect them, then unplug small residential structures and remove them, then do the same with production domes and structures.

We do not recommend removing the first airlock (entrance to the base), since practice has shown that many external structures are tied to it - it would be better if you had two exits than one, as well as the first oxygen generator (just rebuild it to a larger one).

How does the oxygen system work in Planetbase?

In short - simple, but entertaining. Each oxygen generator produces oxygen for 20 or 30 people, just keep in mind that the calculation is made for the number of people within the generator’s coverage area.

That is, there should be more generators in the area of ​​dining rooms and bedrooms. Since many people will flock there (up to 50-60), plus a certain amount will be consumed by the gateways, as well as people in other buildings.

Ideally, you would have two oxygen generators for 30 people in one cluster, placed between the dining room and bedrooms, and the remaining outputs can be used as desired. Likewise, two clusters can be mirror images of each other.

Why did we call six buildings, two dining rooms, two oxygen generators and two bedrooms one cluster? Firstly, this way people will rest and eat practically in one place, secondly, there will be enough oxygen for everyone, thirdly, for other structures you will need another oxygen generator (when the base grows and there are also people in the domes connected to the cluster) .

How to protect yourself from hunger?

Let's decipher the meaning of the last paragraph, namely why it is necessary to install two dining rooms, and not one. Food production is carried out by special machines, and it will be better if they are all in one dining room at once, and in the second dining room everything is filled with tables and chairs. Give free space to fountains, TV and plants.

Of course, you can do without this, but Planetbase food can be carried over long distances and even lie under open air, so your people can take it from the machine that is located near the farms and factories, take it to the canteen and eat there. This will be faster than carrying food from a distant production dome to the canteen and stomping back to work.

As for the composition of the food, it does not have to contain meat or different products, one or two types will be enough, but it will be better if the food is varied and contains meat. The amount of food directly depends on the number of machines that can produce it, so if you don't have enough food, you need to build more machines and make sure that they are all loaded with food.

How to earn the Steam achievement "100 colonists in the first 30 days" and "250 colonists in the first 60 days"?

You can get these achievements only on the first, red planet. You must also be experienced enough to construct buildings correctly, as well as correctly allocate resources for the development of the colony.

One of the main principles is the early construction of a spaceport, and to get the second achievement, you will have to build three of them, and do not be distracted by a large spaceport, a small one will do.

The second important principle is to build wind turbines and solar panels, as well as energy capacitors. Energy, along with oxygen, are very important for the expansive development of the base. Leave resource extraction and building support to second priority.

Save often, because there is still a high chance of missing something and failing. If something goes wrong (not enough energy, a meteorite hits, a storm starts, etc.) - reboot and prepare for that moment. Keep in mind that meteorites fall in random places and it is far from certain that it will hit your base again in the same place.

Who are "visitors" in Planetbase?

These are the same colonists as yours, only they suffered as a result of various incidents and now they need food, shelter, and treatment for radiation. Taking them is quite risky - they are quite capable of disrupting the functioning of your base. This is especially true for patients - be sure to build two large wards and fill them completely with beds.

To receive visitors, you must have plenty of food and medicine, enough water and sleeping beds, and doctors. Once the visitors arrive, watch the station twice as hard - they won't work, but they may interfere in other ways.

Keep in mind that a large landing pad also consumes a lot of energy and sometimes you don’t have to deal with it at all. You will also need two entry airlocks, since the ship can bring 10 or even 20 visitors, half of which will require immediate medical attention, and the airlocks in the game are a bottleneck.

The reward will be proportional to the number of people you managed to save.

How to manage the database, view statistics in Planetbase and issue commands?

The answer to this question is simple - in the icon bar in the upper left corner of the screen, pay attention to the second icon standing immediately after the building construction icon, a kind of spanner along with lightning. By clicking on it and poking at the new icons, you will find various menus and submenus with all the necessary information.

What is the optimal ratio of professions in Planetbase?

It's hard to say right away, but at the very beginning of the game it is 30-30-20-20-0, a little later you will need more engineers, make 30-30-25-10-0, then put 25-25-25-15-10 because security will be required.

In the future, upon reaching 200-250 colonists and, importantly, having stability©, you can build robots, so the number of workers and engineers can be reduced to 20%, but the guards can be immediately increased to 20%.

Try to place security centers near airlocks and spaceports - this way the security will react faster to enemy invasion.

How to bypass the limit on the number of buildings in Planetbase?

To do this, you need to use the “X” and “N” buttons, copying the desired buildings. The problem occurs on weak PCs when the game thinks that your computer will not be able to produce required quantity FPS

Thank you for your attention!You can ask questions about Planetbase or directly to the author of the article via PM.