This adventure definitely feels like it won’t be pulling any punches, so every time a new step is added I will be editing the post.
So far there is only one step available, requiring you to retrieve the artifact.
Your main hint here is that the thief was unable to leave the sector after stealing from Comrade Dimeni… so he’s still in Ellydium Theta.
Go to the pillar at the far end of the sector - the stolen item is at the top of the pillar.
Keep in mind that Seed Chips are currently disabled. So if a step requires large amounts of combat you may want to properly prepare instead of the good 'ol permacloak Tai’kin.
It certainly exists and most of us definitely don’t want to hurt the little spaceman for it.
As predicted he is in the Excavation Site No.2 Sector and as per the last step they are only visible when you are within ~50m of the target.
The target apparently has multiple spawn points so I’ll be using screenshots from several users on the Star Conflict Discord along with just my own.
Where I found the target:
Other spawn locations:
Spoiler

Source: Krapuma on the official discord
Source: sid422 on the official discord
Source: TheDarkRedFox
Source: SilverCloud
Significantly less frustrating than Step 2 - once your timer is up and you can continue the quest you will be heading to the Poseidon Complex Sector.
I would suggest bringing an interceptor or an Ellydium Fighter with enough speed, as you will be required to stay within 500m of the for courier 3-5 seconds.
The courier is visible permanently, so nothing much to explain really.
This time we’re headed out to the Ice Belt - there are a couple of “Precursor Spies” pathing around the sector, so you may want to bring a faster ship. A gunship, command or Covert Ops should cover it as I’m not sure if Resonating ammo will work on these fellas.
I have only seen two locations where the spies spawn and both seem to path around fairly haphazardly.
One paths around near the structure at the edge of the sector, near the station and the other frequently paths under the Cartel Dreadnought in the middle of the sector.
The spy that paths under the dreadnought at the very least in my experience is able to drop Dissonant Ammunition even while Inverter has been temporarily nerfed.
There have been also reports of Precursor Spies spawning in Abandoned Beacon and Colonization Hub. I will update the spoiler with screenshots as I get them.
As per the dialogue of the last step, we’re going to the Shining for this step… well, kind of. We’re going to the Inverter sector. Our objective for the step is on the back of the Ellydium Dreadnought Defiant. It should be fairly obvious where in the sector it is. Just go fly up to the object and that’s the step done. Go get some Dissonant ammo from a spy and get to farming.
The hint for this step might have gone over the heads of some but the answer to “beta pegasus” is the Scheat system, so we are going to the Alpha-7 Complex today.
There are a total of five precursor spies spawned at a time. Four of them will be located at the Beacon A cave whilst the fifth spy will be pathing around the borders of the sector at close to 800m/s. Honestly I would suggest ignoring the fifth spy in favour of forcing a new instance to spawn to grab the first four again.
Once again, these spies can drop Infiltrator’s black box containers, dropping Dissonant ammunition.
If you ever need to force the game to generate a new instance in Open Space then leave your current instance, set a server preference not in the region of your last instance and wait a couple of minutes. You should wind up in a completely empty instance upon returning.
So our hint this time was the courier was at a station - you might not have expected them to be at the Eastern Mining Station this time around.
This step you will need a fast ship as the courier will be going 750m/s and require you to stay within 350m for 10 seconds. Of course I’m writing this as the step happened though, so the stupid goober gets stuck around the world border reliably, so just go find which patch of glue they decided to huff this time.
If it gets fixed then yes, bring a Spike or Tai’kin or something that can go 750 and maneuver very rapidly.
Anyways, pictures.
This step did not need much explaining thankfully - we’re headed back out to the Inverter sector once again.
You are going to need some Dissonant ammunition as we’re going to need to kill 3 Guardians.
That’s uh. That’s the step.
Next step is in 17 days so uh. Go read a book or something?
Okay so remember that one step that really sucked to do? Well we’re doing it again.
Our hint this time is “Rosso’s sector” which is in reference to the Pirate Baron Rosso. So we’re headed out to Fort Muerto this time around.
The Enigma Agent has multiple spawn locations again so if you manage to find the little sucker somewhere other than the locations in the post then please throw a screenshot into the replies. It’d be quite helpful.
Anyways, where I found the little space nugget:
Some other locations people have found it:
There are a bunch of turrets around the area, so I would suggest either taking a Tackler to find the Agent or a Destroyer to kill the turrets.
Well, welcome back to more of the same but different.
Our hint this time was the “heart of the scorpion”. This was in reference to the “scorpio” constellation, of which only the Antaress exists in the game.
So far I have only found Precursor Spies in the Temple of Last Hope sector.
The spies are pathing around the edges of the sector F A S T and roughly 750m/s.
I would suggest if you’re doing this solo to either bring a speed built Thar’ga or a Tackler. I wouldn’t quite say it is worth wasting dissonant ammo on making sure the other Biomorphs die quickly but the Spies do not take bonus damage from alien munitions.
They also have a roughly 2km radar signature, so don’t bother stacking too much sensor range - you likely still won’t be able to see them till they’re in your face.
It is quite literally the same as step 9. Go to Fort Muerto and find an Enigma Agent.
You get 3 Dissonant ammo as a reward.
Same deal as before, the arena at the top of the map, the station off to the side (not where the PvE begins) or below the station where the turrets are located are three known spawn locations.
Take a Singularity or Tackler of your choice to avoid dealing with the turrets.
As predicted, our next step is in Solaris Wasteland, featuring the United Fleet Courier once more.
If you are planning on doing this step currently, bring friends and dissonant ammo.
For this version of the Courier step, you need to stay within 350m of the courier for 12 seconds.
If you are a higher ping player you are only really going to be able to complete this via cheese.
If the courier dies AT ALL you will be required to wait 1 hour to try again.
My current suggestion is to bring 2 friends. Either take 2 tacklers or a Dyrnwyn and a Tackler. Have your friends aggro the courier and apply slows to slow down the courier.
If you are bringing ECMs, aggro the courier and apply stasis. Upon getting within 350m double tap the special module of Dyrnwyn to completely stop the courier for ~5 seconds. This should help complete the step without the courier getting ganked by hunters constantly.
Once again, the courier goes roughly ~700 and has a reduced sensor signature, but not as aggressively as the Precursor Spy units - so bringing some sensor range will help.
After that nightmare of a step we have something quite easy to do honestly. Step 13 takes us back to Fort Muerto hopefully for the last time.
This step requires you to kill 15 turrets.
That’s all there is to it.
Take a LRF, Destroyer, Command or whatever - just take a ship you feel comfortable using and that is capable of killing the turrets around Fort Muerto.