Cut scrap at the Leviathan
Hold E beside the hull with your Salvage Cutter. Small wrecks take 3 s for 2–4 Scrap Iron, hull plating takes 6 s for 5–8. Each wreck takes three cuts, then needs five minutes to come back.

Sunbaked dunes, red rock arches and the half-buried wreck of a colony freighter. Every pilot’s story starts in Solace.
Kestrel is a frontier world of sand seas and banded rock. The city of Solace grew up around a spaceport on the edge of the dunes: a grid of adobe blocks and shade trees under the Avolis tower, with a grand bazaar, a forge and a ring of trading counters. It is a working town, and the work is out there in the sand.
West of town lies the Fallen Leviathan, a 300-metre colony freighter that came down hard and never left. Scrappers have been cutting its hull ever since. East of town the law thins out into Outlaw Territory, where Dustwake raiders run the dunes and Hollowpoint’s bounty hunters keep their own counsel. Further out, deep in the desert, abandoned drone foundries are still turning out machines for nobody.
Dusk is the hour that matters here. The frontier trees run rich with Ember Resin from 16:00 to 20:00 on the day clock, and when a sandstorm rolls in, lightning fuses the dunes into Sunglass for anyone quick enough to catch it.






Out on your own land you can sink a claim mine. A finished build is a real mine-head: a headframe, a yard and a cage you ride straight down into a private, two-level mine of your own (46 m and 86 m below the surface).
What comes up depends on where you dig. A claim only holds its own planet’s materials, weighted by the spot you chose, and the deeper level holds the rarer ore. On Kestrel that means Scrap Iron, Ember Resin and Sunglass; sink one on Borealis or Vanta for theirs. There is a daily output bin at the headframe too.
Three abandoned factory towns deep in the desert still build drones: turrets, tripwires, mines, flak that shoots at ships, and hatches you can seal with a Ship-breaker Cutter. Hack a terminal for 90 seconds of quiet or throw the breaker for five minutes.
You can scout a foundry at any level, but its caches and vault answer only to Clearance 12 and up. Shed caches pay 800–2,400 CR plus materials once a day; the vault pays 8,000–15,000 CR and rare materials, then refills three days after you crack it.
Hold E beside the hull with your Salvage Cutter. Small wrecks take 3 s for 2–4 Scrap Iron, hull plating takes 6 s for 5–8. Each wreck takes three cuts, then needs five minutes to come back.
Frontier trees weep Ember Resin at any hour, but dusk sap and the outlaw grove pay double. The Oasis grove is the closest to town. A Resin Tap (180 CR) adds to every tap.
Sandstorms blow in every six minutes and last 90 seconds. Strike points glow on your compass; reach one inside 20 seconds with Glass Tongs (Harvest 2) and lift the Sunglass before it cools to grit.
The Drone Gauntlet, north of town. Press E at the gate stone and survive three waves. Each clear adds a wave to your next run, up to six, and the purse grows: 1,500 CR plus 600 for every extra wave, with scrap, sunglass and resin on top.
Three abandoned factory towns lie deep in the desert, about a five-minute flight in a Nomad. They are hard, but always plannable. Anyone can scout a foundry; its caches and vault only open at Clearance 12. See the raids section of the guide.
The bounty hunters’ den in Outlaw Territory has no drones, just people: patrols, a watchtower and a guarded lodge. Four chests refill every mining day (250–600 CR each plus loot), and each hunter you drop pays 150 CR.
Cut from the Fallen Leviathan, a colossal freighter crash half-buried in the dunes.
Salvage 1, Salvage Cutter (standard issue). Outlaw wrecks give 1.6×.
Fly or walk out to the Fallen Leviathan and hold E beside its hull to cut. Hull plating takes longer and pays more than the debris field.
Tapped from frontier trees; the sap runs twice as rich at dusk.
Harvest 1. Dusk (16:00–20:00, to 23:00 at Harvest 10) and the outlaw grove pay double.
Hold E at a glowing frontier tree to tap it; it weeps back in three minutes. Dusk sap and outlaw groves yield double, and amber pockets in the Rustvein Mine (Mining 5) hold fossil resin.
Sand fused by lightning in Kestrel’s storms.
Harvest 2 with Glass Tongs (420 CR), during a sandstorm only.
During a sandstorm, lightning strike points glow on your compass. Reach one within 20 seconds and hold E to harvest it before it cools.
An adit into a great cavern with side passages full of ore. Rocks go dark after a few strikes and refill every 24-minute day cycle. The deep vault sits behind a Mining 12 gate, guarded by crawlers. You need a Mining Pick (120 CR, or free from the first foreman you talk to).
Your first day: Mara’s arrival contract pays 1,600 CR, enough for the 600 CR micro-loft and the 900 CR Nomad.
Buy the Resin Tap early and plan your evenings around dusk.
Leave the Colosseum mid-run and the run is lost.
Story contracts radio in when you are on their world and meet their requirement. Several hand you the tool the next material needs.
| Contract | Needs | Reward | Tool |
|---|---|---|---|
| Bones of the Dunes | Open | 600 CR · 900 XP | Resin Tap |
| Dusk Tap | Open | 700 CR · 1,000 XP | Glass Tongs |
| Chasing Lightning | Harvest 5 | 900 CR · 1,200 XP | — |
| Wrong Side of the Line | Open | 1,500 CR · 1,600 XP | — |
| Halcyon Comes to Town | Open | 800 CR · 2,400 XP | — |
Every pilot starts on Kestrel. Your first contract is waiting at the terminal. New here? The guide covers your first hour, and the ships page shows what you can fly.