Story missions and generated dungeons provide distinct chests, rewards, and progression objectives.
PC / Global, final release
WHERE & HOW TO FARM
Where to farm
Story missions accessed through the Outpost and dungeons or structures encountered on generated planets.
This guide covers two kinds of exploration with different expectations. Story missions are instanced routes tied to progression, while dungeons found on planets are generated locations whose contents vary. Search containers as you advance, but treat mission completion rewards and random loot as separate sources.
Access to a mission or a planet likely to contain structures.
Weapons, armor, and healing supplies suited to the encounter’s threat.
Inventory room for equipment, materials, and mission rewards.
Choose a story mission from the Outpost system when pursuing the next progression objective, and check its stated requirements.
For a planetary dungeon, select a world whose threat is manageable and explore the surface for generated structures.
Enter carefully and clear hostile rooms with cover and healing available rather than rushing past enemies.
Open accessible containers along the route and collect items that are useful or valuable; leave low-value clutter if space is limited.
In a story mission, continue through its rooms and objectives until its boss or endpoint is complete.
Collect the completion reward and review the journal or mission state for the next objective.
For dungeon loot, return to the ship and choose another structure or planet if the desired item did not appear.
Farming tips
Bring enough inventory space for a mission reward before starting a long instance.
Generated dungeon layout and loot can vary, so plan around exploration rather than a guaranteed chest or item.
Repeat, collect and use
Story mission completion rewards are generally progression milestones rather than an endlessly repeatable farm. Planetary dungeon exploration can be repeated, but each structure’s loot is finite and variable.
Common mistakes
Treating a story mission like a planet surface route; missions are separate instances with objectives.
Expecting a specific random weapon from a generated chest; repeat exploration only if varied loot is acceptable.
Starting with a full inventory; unload before the mission so useful drops and rewards fit.
When to stop or switch
Stop a mission when its objective and reward are complete; stop a loot run when inventory or health makes further exploration a poor trade.