How do astronomers discover new planets? Warframe: how to unlock planets in the game How to unlock other planets in 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 for this the simplest way that allows you to complete tasks at each previous location.

Brief description of the game

To understand how to open planets in Warframe, you need to study the entire gameplay. The user at the start is prompted to choose a character from the three available. After that, 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 it makes no sense to open access to more complex tasks. All battles take place in cooperative mode, where in a team, users 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 fight. First you need to be ready 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. Take it and move to your personal spaceship. There, approach the map and insert your new item into it. For example, if the player gets a victory over the Mercury boss, then after using the navigation module, he will be able to go to Venus and Mars. The developers have made a step-by-step discovery of all the 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 face more difficult missions for which you should be ready.

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 players are waiting for the craziest missions. Accordingly, for passing the user will get a lot of valuable things that will help improve their archetype.

To enter the location, you need to get a special key to close the portal, which can only be obtained during tasks for "Sabotage" in the Orokin Tower. You should know that beginners should not try to get into the Abyss, because there the first enemies will make a victim out of the hero. It is best to go through some of the main planets, strengthen the 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 become in this queue, because you will become a burden on the group.

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


On the map you have regular missions, invasions, events, sorties, syndicate missions and quests.
Today we will analyze only the planets. What resources fall on them and what bosses are on them, as well as loot from bosses.

1. Planets

Initially, you have 2 planets available - Earth and Mercury.
Let's take 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, Schematics, 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: Recyclable, Gallium, Morphids, 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; Conjunctions: Pluto, Abyss; Faction - Grineer; Boss - ; Resources: Recyclables, Alloys, Rubedo, Detonite Ampoule.


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


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


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


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


12) Neptune: Levels: 27-40; Conjunctions: 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, Schematics, Orokin Power Cell, Detonite Ampoule.


14) Pluto: Levels: 30-45; Connections: Neptune, Eris, Sedna; Node: Eris, Sedna; Faction - Corps; Boss - ; Resources: Alloys, Plastids, Rubedos, Mofids.

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

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

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

2. Mission types

There are 2 types of missions:

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

Non-endless type missions include:

1) Breaking- a mission, the purpose of which is to deliver a data packet to a specific terminal, and then follow it to the evacuation point.

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

3) Mobile Defense -
mission, the purpose of which is to deliver a data packet to the terminals and protect the terminals themselves for a certain time.
On any card there are 2-3 data terminals that need to be protected for a total of 5 minutes.

4) Murder- a mission, the purpose of which is the destruction of the Boss or a certain enhanced enemy (found on alarms). The dead often drop blueprints and rare resources.

5) Espionage is a mission where players have to extract sensitive data from enemy servers, from a total of 3 pcs.

6) The rescue is a mission whose goal is to free the hostage while avoiding detection by the Overseers. As a reward for passing the player receives one of the four drawings of the spectrum.

7) Plaque- a mission, the purpose of which is to find the object and transport it for evacuation, preventing its destruction. It moves at the expense of your shields.

8) Hive is a sabotage mission that aims to find and destroy three Infested hives and then proceed to the extraction point. Unique to the Infected faction.

9) Sabotage is a mission where players have to sabotage the enemy base or ship. There are four types of mission:

Ship reactor sabotage on maps Corpus or Grineer;
- Destruction of mining equipment on Grineer maps;
-
hive destruction on infected ships of the Corps;
-
Sabotage of underwater laboratories Tyla Regora on Uranus.

10) Cleanup - mission, the purpose of which is the destruction of 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, the purpose of which 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 of 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 of killing the boss.

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

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

15) Clearing out at Archwing- m Archwing clear missions are similar in purpose to regular clear missions.

Endless missions include:

1) Survival - mission, the purpose of which is to hold out for the maximum possible time 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 that drop from enemies when they die with a probability of about 65% and restore 5% oxygen.
You can only leave the mission after 5 minutes after 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 enemy data faster will win (progress bar up to 100%). Initially, all 4 towers belong to the enemy, scoring will begin after you capture the first tower. Capture speed depends on the number of points you have (~0.5%/sec for all terminals). The enemy can activate the point through the capture remote or by entering the tower's area of ​​effect if there is no player inside it. The player must be within range of the tower to capture. Upon completion of holding the towers and reaching 100%, it is necessary to clear the area of ​​​​the remaining enemies.

3) Defense - mission, the purpose of which is to protect a certain object from waves of enemies. The wave is considered completed if all spawned enemies are dead.
There are two mission options:
-
Endless - every five waves, you have the opportunity to either take a randomly generated reward (which one you can see), or continue to defend. It must be taken into account that the complexity of the waves is gradually increasing. Thus, the mission is considered valid if the group has passed 5, 10, 15, 20, etc. waves, chose a reward and left.
-
Limited - you need to defend 10 waves, and then get a reward. Such defenses are found in alarms, Nightmare mode, and infection outbreaks.

4) Excavations- mission, the purpose of which is to extract the cryotic resource and get additional rewards with the help of excavators.

5) Interception on Archwing- m Archwing interception missions are similar to the mission objectives of a normal interception mission. The goal of these missions is to hold all the towers .

6) Defense on Archwing- m Archwing defense missions are similar in purpose 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 one.

3. Bosses

Each planet, the Orokin Ruins assassination mission, and the Orokin Tower sabotage mission have bosses. There are also 4 minibosses and 2 raid bosses.

1) Advisor Wei Hek - the boss, which is located on the location Oro (Earth), which is available only 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 Hek, there is a chance that he will drop an Argon Crystal.
The fight with the Advisor takes place throughout the level. During the first stage, he will fly over you, appearing and disappearing again. You can only damage him at this stage when he reveals his face.


Gulchatay! Show your face


Wow, my.

Try to avoid close contact with him, as he can shock you, which will nullify your energy reserves.
During the final stage, before his life pool 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 and Orbital Guidance Drone. He has an ability similar to Rhino's Dash - 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 to heal, try to kill them immediately. 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 in contact with the surface.

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

It 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 Vor, paired with Lieutenant Leh Creel, can be found in the Iliad location on the planet Phobos. Despite the fact that Captain Vor is higher level and stronger than on Mercury, his abilities and tactics have not changed. By completing this mission, the player can obtain either the Twin Gremlins blueprint or the Mitra blueprint and parts, as well as the Trinity parts blueprints in addition.
A modified and empowered Thief is also found in the Abyss.

Phase 1
At the beginning of the fight, the Thief predominantly uses his Prophet pistol, teleporting around the room. Despite the fact that the damage of this pistol is not too high, it can be dangerous for beginners.
Phase 2
At 70% health, he begins to scatter Electric Mines, which are similar to Vauban Tesla's ability and attack nearby players. Despite the fact that their damage is not too high, standing in range is highly discouraged, as this can very quickly remove the player's shields and health.
Phase 3
At 40% health, Captain Vor stops using his pistol and starts using the Orokin Laser, which does much more damage than mines.
On each phase change, Captain Vor teleports a squad of Grineer soldiers into the room to attack the player while Captain Vor encases himself in an impenetrable gold-colored Shield Sphere and regenerates his shields. While in the sphere, he completely blocks incoming damage, so it is useless to attack him at this time.
In any phase of the fight, don't get too close, as Captain Vor will start using Cronus. The weak point of the boss is the head, so it is recommended to shoot at it.

In Orokin Tower IV, Captain Vor can appear at any time during the mission, so be prepared and stay close to the team. The updated Vor does not summon allies and does not use an invincibility orb to regenerate shields, but is still able to teleport, leave mines, and use a laser. When teleporting, the Thief knocks opponents down, so it is recommended not to stand still and constantly move.
In the tower, he gains a new ability - Inferno of Light: by raising 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 Vor's body is a glowing sphere in the abdomen, shots to other parts of the body will not damage 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 Reno.


When attacking, apart from the heavy machine guns, the Jackal can launch 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 lies in the fact that the damage caused by grenades is very high, and the explosion itself has a large radius. When grenades are released, there is a loud bang. Grenades fan out in a certain direction and attach to any surface.
Jackal can also create large shockwaves (which are created by stomping) if the player gets too close, but they can be jumped over.
When entering the arena to the Jackal, he will be waiting for you in the center of the room. The intro cinematic starts after all players get close to it.
The Jackal's body is usually protected by a very heavy shield. The most effective way to damage his main body is to shoot his unprotected legs. Damage to 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 dealing a certain amount of damage to him, he will get back on his feet anyway, no matter how quickly you do it.
For a while, as long as 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 drawings of the Valkyrie.

Shield phase
Zanuka has a huge amount of shields that are hard enough to destroy with just a weapon, so it makes sense to force him to drop them himself. To do this, simply dodge Zanuki's attacks and concentrate fire on Alada. Try to shoot him from a distance, as his Fire Pulse will keep him out of melee range. When you remove Alad's shield, he will summon Zanuka to restore his shields. At the same time, the shields of Zanuki himself disappear.
In this phase, Meg with the Shield Polarization ability will be very useful.

Health phase
Once Zanuka is out of shields, it's much easier to kill him. 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.
Before Zanuka restores his shields, concentrate fire on him and kill him. After Zanuka's death, killing Alad is no problem. Although Zanuka is agile, most players will still be much faster, making a speedy strategy the best. Zanuka explosions work more as support, the real threat is missiles that can take down all the shields in one salvo. Just avoid his attacks until he falls or take him out of the game with skills like Vauban's Bastille. Zanuka can also be knocked down with Loki's Disarming Radiation ability.

5) Sergeant - The final boss of Mars. It can be found on the War mission. At the end of the mission, the player receives any of the three blueprints for Mag.

The sergeant is in a large open space filled with crates. Before entering the zone, it is highly recommended to eliminate all other enemies and isolate the sergeant. Despite its high damage, it fires slowly, so it's wise to zigzag to avoid its shots. Like a regular Corps soldier, the sergeant has the same vulnerabilities, and using a weapon with a mod for magnetic or electric damage can put him in a permanent stun.

The sergeant's movements are visible when using the Enemy Detector, even if he is invisibility. 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 with burning.

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

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

First phase. Rook fires a shoulder-mounted grenade launcher at medium range, attacks with an AOE blast in the melee zone, and creates a "carpet bombardment" in almost the entire arena. From attacks, you can hide in the control booth in the middle of the arena. To enter the second phase, you need to detonate the Ruk shoulder grenade launcher. It becomes vulnerable only for 2-3 seconds, at this moment it is highlighted 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 a shoulder-mounted grenade launcher, Rook starts using a flamethrower. When approached at close range, it summons a ring of fire that quickly expands in an area, knocking you down and dealing significant damage. Sargas' belly becomes a vulnerable spot. The damage mechanic is the same as with the 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 second phase, and also causes pillars of fire that cover a wide area and can cause significant damage. The back becomes vulnerable.

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 Thaym's missiles can almost be neutralized by constant movement, but this is dangerous enough 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 Kela as soon as possible.

Ledge fight
A good option for the battle may 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 the incoming missiles and render Kela's missiles useless. The great thing about this variant is that the drones can easily get stuck in the walls when they try to climb the stairs before you. This makes the fight against Kela fairly easy. However, you need to be careful not to fall off the ledge if some drone does get to the top.

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

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 the boss fight, 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, arranging short-term sorties.
At the beginning of the fight, the Raptor attacks with laser bolts, which, due to their low speed, can be dodged or hidden. The Raptor also scatters mines around the field, which will explode when the player approaches. Be careful, because when looking for the boss in the sky, you can not notice the mine under your feet.
Although the Raptor has relatively strong shields, they do not regenerate automatically. Therefore, several times during the battle, after receiving serious damage, the Raptor will fire homing missiles and close to restore the shields. You should not try to run away from missiles in open space or hide behind an obstacle - too large an area of ​​​​damage will not allow you to do this. So, as soon as you hear the sound of missiles being fired, run to the shelter with a roof and wait out the attack.
When the Raptor closes, the vulnerable points are its head and tail.
When killed, it drops its core. It must be thrown into all 3 "chimneys".

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

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

The battle with Til Regor takes place in three phases:

Stage 1: Teal Regor will appear and start attacking any nearby players with his ax and shield Ak and Brant. Regor moves extremely fast despite his appearance, making him difficult to fight. He also uses the smoke screen that the Madmen use to mask their actions. For the entire first stage, Regor will teleport around the players and try to take them out of the game. Having lost a third of his health, he will "shoot" his fists at the window, flooding the lower floor of the hall, and starting the second stage.

Stage 2: Immediately after the start of the second stage, Regor teleports out of the room, leaving you to fight a group of Drekari Madmen. Once the players have eliminated all the Lunatics, Til 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: The entire third stage is best spent on the upper level of the location, because the lower two will be flooded, and the water will be electrified. Being in water will deal constant high damage (around 50 damage per second), which can kill Tenno with low shields or health. Also in the third stage, Regor leaves against you not only the usual Drekari Madmen, but also the Drekari Madness Bombers. After 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, first introduced in update 15.5. He is the boss of Eris. It can only be reached by crafting the Infested Alad V - Murder key at the forge after completing the quest "Patient Zero".


The reward for destroying the Mutalist Alad V is the blueprints for Mis's warframe parts.

Mutalist Alad V is completely immune to all 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 slash when triggered by a status can damage him even if he is invulnerable, however, all damage will only be dealt when he removes his collar.

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

11) flock of hyenas 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 the three drawings of Loki.

Hyenas are vulnerable to Warframe abilities such as Rhino's Stomp or Vauban's Bastille.
​If you play 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 on the War mission. At the end of the mission, the player receives any of the three blueprints for Excalibur.


Also, Lieutenant Lech Creel, paired with Captain Vor, 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 of them:

Phase 1
In this phase, Creel uses only Gorgon. With its extremely high rate of fire and damage dealt (29 damage per shot), your shields and health will be gone in seconds. When trying to get too close, Creel will start using his Brokk, knocking the player to the ground.

In addition to weapons, he also has two abilities to assist himself in combat. The first of these is Freeze, the same as Frost's Freeze, which serves as a weapon projectile. On hitting a player, it deals 150 damage, and additionally adds a freeze effect on you, significantly slowing your movements for a few seconds. The second ability is Ice Wave, similar to Frost's ability. Watch out for Creel's animation: when he raises his 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 while watching the cutscene, it is Creel's weak point. Once the orb is destroyed, one of the four cooling tubes is destroyed, causing him to use Ice Wave, causing Creel's cryopack to malfunction and freeze himself with Brokk's ground slams if no one is near him, becoming temporarily vulnerable.

Continue until the four cooling tubes have collapsed.

Phase 2
Once Creel's cooling tubes are destroyed, he will go berserk, covered in flames. At this point, he will lose his invulnerability, remove the Gorgon and enter the melee using Brokk.
Despite their large size, Creel is extremely fast and can easily catch you. His hammer is very powerful in combat and has a much faster strike speed in the second phase. It also has the ability to knock the player down, though this can be avoided if you're careful enough. Of course, Creel can be smarter than just chasing the player in circles.
During Phase 2, Creel's Ice Wave will transform into a Flame Wave that Creel uses in front of him, creating a straight line that deals temporary fire damage to the player. He can also launch his hammer at the player like a boomerang, similar to throwing the Glaive, dealing approximately 300 damage per hit.

Creel's defense has a huge vulnerability - a long delay before the restoration of the shield. However, this disadvantage is compensated by incredibly strong armor, which reduces all the damage dealt 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 a place where ready-made robots are loaded into Frod Bek's ship. After the entire team has been assembled, the lifts are activated on the take-off area. Each wave, two instances of Ambulas will be brought to the surface (excluding the first) and a 2-minute timer will be started. To win, you must disable them, hack 6 copies and defend them until the end of the countdown. If you miss at least 3, then Frode Beck will be satisfied and leave the planet with a deadly cargo.

14)Lefantis - Boss of the Infected, added in Update 10. Was originally supposed to replace J3-Golem (replaced by Alad V), but was moved to the Orokin Ruins. It is also the most difficult to kill, as the Lephantis Coordinates required to gain access to the boss can only be obtained in the Orokin Ruins locations, and he is killed in several stages.


The reward for destroying Lephantis is the blueprints for parts of Warframe Nekros.

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

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

Phase 1

This phase of the boss fight takes place in an empty room with destructible remains of deathballs. Heads pop out of the floor randomly, knocking down nearby players. In this phase, the player is attacked by 3 heads with different abilities. You should move around the map, dodging poisonous 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, it doesn't make sense to shoot at the body. You will also have to kill the summoned Infected Runners and destroy their spawn points.

After destruction, items in the form of Mods, Energy / Health Spheres and various ammunition fall out of each head. Once all three heads are destroyed, the next cutscene of the ceiling is triggered, forcing the player to descend one level.

Phase 2

In the second phase, you meet Lephantis himself, all of whose heads are aligned. Head attacks do not change. If you get too close to Lephantis, 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 to kill heads one by one, with all players focusing their attacks on one head. If you stand in front of one of the heads, then the other heads will not be able to damage you (although their attacks will not stop).

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

15) Forid - Boss of the Infested, which appears in place of the normal bosses when an Infestation Outbreak hits the planet. In this case, the player is given the choice of which assassination mission to take: the original boss of this planet or Phorid.


Phorid's claws deal heavy damage and knockback, making it almost suicidal to melee with him alone or as a duo. However, one should not be too far from him either, since Phorid can use Psionic Charges.
Vulnerable to corrosion due to the type of its armor.

16) Sisters Sprague and Ven"Kra Tel - special Grineer minibosses. They are two of the three Void Key minibosses required to close the Portal. Both have jetpacks, which gives them fairly high mobility. Sprag uses an Ax (Scindo with the Manticore skin) and special melee abilities, while Ven'Kra Tel uses Vulkar and special ranged abilities.


The easiest and fastest way to kill the sisters before they find you is by shooting jetpacks with weapons that deal high damage per shot. This task is well suited Loki with mod installed Silent Invisibility , because otherwise the sisters can 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 is a mini-boss found on some Orokin Sabotage missions. Lynx is similar to bosses such as Ven'Kra Tel and Sprague. In addition to Orokin Sabotage, Lynx is also found by players during the Archwing quest.


Also, in the espionage mission there is a Grineer vault, in which, when an alarm is activated, a Lynx appears.
First, kill the Lynx Leeches (until you do this, no damage will be dealt to the Lynx). Further, you can safely attack. The boss, unlike the Jackal, is very light, a couple of accurate shots from any weapon are enough.
It may happen that on a spy mission in the Grineer location you may come across a vault with the Lynx herself in the middle of the room. Initially, the Lynx does not show any activity, but if an alarm is raised, the Lynx will go down and start attacking. As a rule, the level of the Lynx 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 do not want to fight him, then you can either run away or set a Grineer soldier on him.

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


A very tenacious and armored boss, in addition to being vulnerable only at certain points, which are mainly located on his stomach. In a short period of time, after a shot of spikes, vulnerable points open on the back as well. The easiest tactic against him is to use Nova to slow him down.

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

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

In the first stage of the battle, you need to get to the point - the objective of the mission, where players will face the Juggernaut Behemoth. After defeating the mini-boss, the fight goes into the second stage and the players are transferred to 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 fight, the boss moves between several points. While stationary, Jordas fires a laser at a random player three times, creates a rapidly expanding medium-range fireball with an epicenter near him, and releases a ball 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 where infected drones appear. When the boss's health drops below 40%, the Golem will constantly move when the player approaches at a close enough distance, while not leaving a path with drones.
When killing the boss, it is recommended to use the Corrosive Burst aura.

20) Grustrag Three are the death squad of the Grineer, hunting down those who aid the Corps.

When fighting Grastrags, keep the following things in mind:

When they appear on the location, the trio will quickly approach you, try to crush you with numbers and good weapons.
-3 Death Cubes 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 up the stairs, try not to make direct contact.
-Avoid dead ends and narrow corridors, well shot places are good only until your enemies are far away from you.
-If possible, lure the Grustrag Three out into the open.

21) Stalker is a gloomy and vengeful character that 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 his defeat or the killing of 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 the 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 a primary weapon called Fear. In the midst of battle, it is possible to use the secondary weapon, Despair. If the Player gets too close, the Stalker uses a scythe with a fearsome blade called Hatred.

Shadow Stalker

After completing the Second Dream quest, the Stalker appears in shadow form. Armed with the War heavy sword and equipped with Pacal armor, the Shadow Stalker can adapt to damage just like Sentients. He does not use Fear or Despair, which puts him at a disadvantage at long range. Shadow Stalker's main attacks are inflicted by the Majestic Blade ability with the heavy sword of War.

Peculiarities

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

  • The stalker can spawn in any location except boss kill missions, syndicates, sorties, and missions where enemies shouldn't spawn (Dojo and Relays).

  • To increase the number of times the Stalker spawns, it's worth killing several different bosses.

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

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

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

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

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

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

  • The Shadow Stalker is slightly taller than the Warframe.

22) Hunter Zanuka is a gray replica of Zanuka, controlled by Alad V. The Reaper appears like a Stalker, with a flash of light, and attacks one Tenno. Neutral to other players until they attack him.

You can provoke a Zanuki Hunter attack by maintaining the Grineer in invasion missions. After completing 5 missions, a message will come from Alad V with an attack warning, however this does not mean that the Zanuki Hunter will appear on the next mission.

The Zanuka Hunter only attacks on missions against the Corps (including invasion missions against the Corps).

If the Zanuka Hunter kills the target and successfully captures it, a secret mission will start, where you will need to collect your weapons / abilities and escape. Failing this mission causes the warframe and weapons to become transparent in inventory and unusable until the next mission is replayed.

The science

You might think that in order to find a planet orbiting a distant star, it is necessary to have huge telescopes that are so powerful that they can detect even the faintest and smallest details. Why, then, not build a truly huge telescope that could make a huge number of discoveries?

Finding such alien worlds is quite difficult, since they are very close to bright stars, the light of which makes it impossible to see them. Also, if an exoplanet is far enough away from its parent star, the slight light it reflects will be too faint to detect even with the largest telescope. Therefore, in order to actually find the planet, it is required to apply incredibly ingenious indirect techniques. Only 7 percent of exoplanets have been discovered using direct observations.

Methods for discovering new planets: the Doppler method

Distant stars act on the planets with their gravitational forces, 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 in a certain location, depending on the mass of both objects.


The star will deviate from its center of mass quite a bit, similar to how a thrower deviates from the center when he makes a turn before throwing a hammer. By studying the light emitted by a star, we can detect slight movements and determine changes in the position of the spectral lines. Measuring these changes allows you to determine the approximate mass of the planet. This method of detecting exoplanets is called Radial velocity method or Doppler method.

Astrometry complements this method when gravitational fluctuations are too large for telescopes, which does not allow you to see the change in the position of the star at a time when an exoplanet is in its orbit. However, the change in the position of the star is usually so small that the use of this method is problematic.


In the case of the "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 - rapidly rotating, extremely dense neutron stars. As they rotate, stars emit intense radiation in the form of beams that are similar to beacon light beams. If the Earth is in a position where this beam of light falls on it, then earthly observers can notice a pulsation of energy. It is thanks to this pulsation that these stars got their name - pulsars.


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

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 earthly observer, seeing the star, can also detect the planet at that moment. By measuring the change in the luminosity of a star during the transit of a planet, one can determine the physical dimensions of that planet and even its physical properties. This technique is called transit method.


NASA space telescope "Kepler" was designed to detect the smallest fluctuations in the luminosity of stars as exoplanets transit ahead of them. So far, this telescope has already detected about 2,300 candidate exoplanets (although these signals still need to be verified) in a small part 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 be invisible to the observer.


Very rarely used method called Gravitational microlensing when a star passes in front of another, more distant star. The gravitational field of a star closer to us makes the light of a more distant star seem to bend around it, like a magnifying lens. In this case, bursts of luminosity of a nearby star can be determined. 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 perhaps the most reliable is direct observation, which is still a difficult 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 draw these worlds in our imagination.

Want to build a big base in mayor simulator on distant planet planet base? In this article, we will talk about the main problems of the gameplay that players face, as well as ways to solve them.

Optimal amount of electricity

There is never enough 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 capacitors of electricity, since at night, in the absence of wind, it will be possible to exhaust all reserves.

Ideally, your base is in planet base 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 a suitable area is far from the base - maintenance is a rather rare process, which, in addition, can be work, but still, don't overdo it, having the base in one corner of the map, and generators and capacitors in the other corner of it.

However, sometimes in planet base, due to game mechanics or due to bugs, there will be situations where the generation of electricity is not possible.

What should I do if Planetbase runs out of power?

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

The problem itself arises from 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 ends. So, as soon as you see that the electricity in the "banks" will soon run out, make a save and exit the game.

Reload the save and see if there is enough wind to spin the turbines. If something doesn't suit you, try again. The wind flow will have to quickly reach the required level. It's easy enough to use when you have these kinds of problems.

Consider distances

Another task for you planet base- make sure that the work of people is optimal. This concept also includes the distance that they travel from the place of extraction of resources to their processing, from the canteen to the current place of work (mine or machine), from the place of storage of resources to the spaceport site.

Therefore, do not grow in width more than you should. planet base does not support the principle of division of territory into districts, that is, NPCs can move around the base in a chaotic way, go to different places and inspect different territories, keep this in mind when you build new domes and try to make them move as little as possible.

To implement this principle, plan direct, short routes to each of the important buildings and put more gateways out of the base.

Pity the place for the colonists

Feature of game mechanics planet base in that production buildings are best placed near the airlock (airlock), and residential buildings - further from the entrance to the structure and near mountains and other obstacles that prevent it from continuing in this direction.

Another feature of the game mechanics is that the 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 corners of the base, NPCs can move between them, wasting time. It will be better to place bedrooms, dining rooms, bars and gyms in one area or conglomerate, closer to the center of the entire base.

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

Also, do not build "personal beds", because they take up a lot of space and are assigned to the colonist, which is irrational.

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

This problem can arise when you develop the 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 long.

If you are still into trading, then constantly selling excess resources, your colonists may begin to get tired due to long journeys to the buyer and for the 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, and then allow them to leave the base again.

In this way, you can solve the problem of excessive fatigue or malnutrition arising from other causes, especially malnutrition. Game mechanics problem planet base is that the need to eat with the colonists is one of the lowest priorities and they may well drive themselves to death, carrying out your orders.

Warehouses are a dangerous thing

Probably, each player built large warehouses for storing goods planet base. However, in reality, they will do more harm than good, and the reason for this is very simple. Colonists take the time to take components to the warehouse, to take them and turn them into a product, or to take any item from there for sale.

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

Up to this point, it is better to dump unnecessary resources in time, and store them right where they are produced.

Another mistake you can make is to build two or more warehouses in different parts of the base. Due to the peculiarities 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, then there can only be one.

Don't let farms and machines stand idle

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

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 do not need many mines - one or two (four) will be enough for the first couple, the main thing is that people work in them around the clock. Secondly, a similar principle should be with trusses and machine tools.

Remember that all these industries consume electricity, whether they are running or not, so the denser you can load them, the better.

Base rebuilding

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

We do not recommend removing the first air lock (the entrance to the base), since practice has shown that many external structures are tied to it - it's better to have two exits than one, as well as the first oxygen generator (just rebuild it to a larger one).

How does the oxygen system work at Planetbase?

In short, simple but fun. Each oxygen generator produces it for 20 or 30 people, just keep in mind that the calculation is carried out for the number of people falling into the generator's coverage area.

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

Ideally, you should have two oxygen generators for 30 people in one cluster, placed between the dining room and bedrooms, and the rest of the outputs can be used as you like. Similarly, two clusters can be mirrored from each other.

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

How to protect yourself from hunger?

Let's decipher the meaning of the last paragraph, namely why it is necessary to put two canteens, and not one. Special machines are engaged in the production of food, and it would be better if they all stand in one dining room at once, and in the second dining room everything will be filled with tables and chairs. Give free space for fountains, TV and plants.

Of course, you can do without it, but in planet base food can be transported over long distances and even laid out in the open, so your people can take it from a vending machine near farms and factories, take it to the canteen and eat there. It will be faster than carrying food from a distant production dome to a 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 suffice, but it will be better if the food is varied and with meat. The amount of food is directly related to the number of automata that can produce it, so if you don't have enough food, you need to build more automata and make sure they are all loaded with food.

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

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

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

The second important principle is to build windmills and solar panels, as well as energy capacitors. Energy, along with oxygen, are very important for the expansive development of the base. Leave the extraction of resources and support of buildings to the second place.

Save more often, because there is still a great chance to miss something and fail. If something goes wrong (not enough power, a meteor strikes, a storm starts, etc.) - reboot and prepare for this moment. Keep in mind that meteorites fall in random places and it is far from certain that he 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, radiation treatment. Taking them is quite risky - they are quite capable of breaking the work 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. As soon as the visitors arrive, watch the station work twice as hard - they will not work, but they may otherwise interfere.

Keep in mind that a large landing pad also consumes a lot of energy and, at times, you can not mess with it at all. You will also need two entrance locks, since the ship can bring 10 or even 20 visitors, half of which will require immediate medical attention, and the locks in the game are a bottleneck.

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

How to manage the base, 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 wrench along with a lightning bolt. 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's 30-30-20-20-0, a little later you need more engineers, do 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, the presence of stability ©, you can build robots, so that the number of workers and engineers can be reduced to 20%, but the guards can be increased immediately to 20%.

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

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

To do this, 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 deliver the required amount of FPS.

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