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Beginning Quest/Mining Robots

The tutorial should appear as soon as you start playing the game.

1.1. The First time you dock at SS Archimedes in Vulcan space, Susan Steele requests you take her and her son to SS Andromeda in the Ceres System.


1.2. When you drop off Susan and her son, she gives you 1000 credits and 10 tons of grain with a request that you go sell it at SS Archimedes in Vulcan space to feed the starving people.



1.3. Jump back to Vulcan, Dock at SS Archemedes, and open the Local Market. Click MAX next to Sell by the 10 tonnes of grain you are carrying. When you sell the first 10 tons of grain, you get a bonus 5000 credits and Susan asks you to get more grain to help the starving people on Vulcan.

  • Hint:- The food delivered does not have to be grain, any food will fulfill the mission - meat from Apollo should fetch the best profit.
  • Hint:- You can also be buying iron at SS Archimedes and selling it on the return trip, also checking contract board for package deliveries and passengers going your way, never jump empty early in the game.

1.4. When the Food mission is complete, you get a bonus 5000 credits and Susan asks you to take her Ranch hand to SS Plato in Apollo space.


Exit Station, open Autopilot and click Jump by Apollo Space, then dock at SS Plato.

1.5. When you take the Ranch hand to SS Plato in Apollo space, you get a bonus 5000 credits, she thanks you and gives you a package of 300 seeds to take to SS Orion in Ubertas space.

When you deliver the seeds to SS Orion in Ubertas space, you get 5000 credits, and the next mission which is to buy MINING ROBOTS from SS Archimedes in Vulcan space (so Susan says), SS Elysium in Veritus space, SS Mica in Vestra space and deliver 10 each to SS Plato in Apollo, SS Orion in Ubertas and SS Andromeda in Ceres. You should see these three contracts listed in your Contracts interface in the upper right. Careful buying because there are also FARMING ROBOTS available, while needed, will not complete these contracts.


  • Note:- To get the mining robots you will need to travel to multiple space stations. SS Vulcan, SS Elysium, SS Mica have the contracts to supply these orders. You have to pay for them, but your reward leaves you with a little profit.

You will find more mining robots for sale on the Contract Boards. Keep in mind all contracts randomly change at 0, 15 and 45 minutes of every hour.

1.6. The 10 Mining robots dropped off at SS Andromeda(Ceres) will get you 10000 credits and blueprints for the grain farm (this is the only way to get this blueprint).

1.7. The 10 Mining robots dropped off at SS Plato(Apollo) will get you 10000 credits and Deeds to Ceres (this is the only way to get the Ceres deed).

1.8. The 10 Mining robots dropped off at SS Orion(Ubertas) will get you 10000 credits and 3 farming robots (needed when building a farm).

  • Note - At this point in the game you should have more than 30,000 credits and may wish to browse the Shipyards and General Market in search of an upgrade! The Sparrow should be within your price range.

1.9 A new Autopilot link will now be available. Clicking "Land" by Ceres Surface will take you to your new deed and you can start your first Settlement.

Feel free to try your hand at Asteroid Mining to supply the contract for 5 silicon at Ubertas at this time.

You can also buy the Star Base at Apollo.


Once you buy it, you may have to enter and exit the Shipyard or jump out and back, but you will find a new Autopilot link to Apollo Deep Space.

That is the location of your new Inner Star Base (ISB). Click Deep Warp to warp to its location.


Deep Six Storyline Mission

2.1. Back in SS Andromeda(Ceres), Susan Steele requests you track down her daughter, last heard of working in a space station near Ubertus. (You can drop your 3 Farming Robots in the SS Storage. They are safe there.)


2.2. In Ubertus space is SS Orion, where you find Susan's daughter, Jessica Steele. Jessica refuses to go home to Ceres to be on a farm and says she is going to Deep Six.

2.3. On return to Ceres to give Susan the bad news, she is devastated and asks you to go to Deep Six and convince her to return. Not knowing where Deep Six is, Susan says you will have to ask around.

When you next go to SS Orion in Ubertus space and check the contracts board, you will find someone selling co-ordinated for a wreck at Jam-1. It will cost you 750.000 credits and scanning the wreckage gets you co-ordinates to Deep 6.



You will need the Hyperdrive purchased from SS Plato at Apollo space(125,000 credits?) or from the Galactic Market to be able to jump to Jam-1. A class 1 Hyperdrive and can only drive a class 1 ship, either a Hornet or a turtle. When the Hyperdrive is fitted there is only 8 tons of space left for Hydrogen that the Hyperdrive uses for fuel.

Hyperdrive jump to Jam-1 from either Ceres or Vulcan and check your Autopilot for 'Wreckage Location'.


PLEASE NOTE: the distance indicated by your Auto Pilot is the distance from your ship to the warp point of the wreck. This is not the distance to the wreck. The wreck is a short distance from the warp point.

Expanding the radar can be very helpful in searching for the wreck pieces.


There are 5 pieces. Once you salvage one piece, you have to find the next on the radar and fly to it to mine. The pieces are very hard to see. Patience and a good eye is very important.


Once the last piece is salvaged, you will get a message that the data has been recovered. At this time, Deep Six will now be accessible in the Autopilot.


Warp to Deep Six. You can not dock here at present, but the Open Contract Board link on the lower right will become active.


Jessica Steele asks you to deliver a note to her mother in Ceres and mentions she has some blueprints that you might be interested in.


The second thing you may notice on the Jam-1 contracts board is the high prices offered for goods, food and materials. Good profit for someone with a bigger Hyperdrive capable ship.

You can Emergency Jump from Deep Six and you will arrive at SS Andromeda(Ceres). Click the Map link at the top right or hit M. Click Emergency Jump and you will arrive at SS Andromeda. Just click Dock.

On delivering the note back to Susan Steele at Ceres, you get a message from Jessica thanking you and giving you the blueprints to the Class 1 Hyperdrive.


Conhratulations! You have completed the Initial Tutorial Missions. You should now be able to build a Settlement on Ceres that will supply ypu with grain and build six modules on your Starbase ring in the Apollo System to supply some Mechanical Parts and Electronics. You will also be able to buy a deed to a Settlement on Vulcan to supply Iron.

Now you have the opportunity do spend some time accumulating some more cash and doing a little exploration in preparation to further expanding your influence. It is also a good time to consolidate what you have learned so far and practice mining asteroids and trading with the NPC Stations and other player's Stock Markets.

Before you proceed to the next set of Missions, you will need a colony. This means that you will need to claim your Premium Access. First, however, you should build Settlements on the other six Inner planets and expand your Starbase at Apollo to make sure you have enough resources to build your colonies and starbases in the Outer Systems.

Neptune Project

4.1. On returning to Deep 6, there is more requests from Jessica Steele


On selecting the contract, Jessica says

"I think I know what happened to the Neptune Project and I think my sister is still alive.

We lost contact with Neptune when everything crashed and we just assumed they were all wiped out like everyone else.

But I have been having these weird kind of electric dreams lately, visions of the Neptune Project and the wormhole they were investigating.

When I wake up, fragments of my dream are wading out on the net, at first I thought I was crazy but they keep coming.

Oh, and some of them are Blueprints.

I think Alexa jacked into the net somewhere trying to contact me and I need to track her down.

Will you help find my sister?"


When you accept the contract, Jessica says

"OK, I'm going to give you some blueprints.. lets just say that Deep 6's network access is very interesting.

You will need to claim a Deed and start a Colony.

You need a Power Station and a Communications Array and you need to link them up with transport grids.

I've had my people decode the Blueprints for a new kind of Power Station from the Neptune Project.

We've modeled it and it seems you can place in almost any environment.

Once the Array is up and running, we can start to isolate and triangulate these signals"

At some point after this you will be given the Blueprint for a Class 12 Wormhole Generator. this will enable you to fix a Broken gate in the Jam-1 system.


CREDITS for this Info go to davh62 and Bozack. without them I will still be trying to Stabilize the Station.

Okay, now that the new update is (Sort of) out, we have the last leg of the Neptune Mission.

Remember that gate that you supposedly fixed, yet it never worked? Well, it works now. Jump to Jam-1, and look for the Gate that is labeled "Unknown". When I first arrived it was still broken, but when I clicked on it, it fixed, and I was able to Warp Through.

Operation Neptune Video Walkthrough


Now after a few attempts, and failures... I found this Docking Bubble.


Fly into it, and your ship will land at the nearly destroyed Station.

You will essentially EVA into the station. It is dark and a little unnerving at first, but look for this console and click it to activate.


Now, here come the spoilers so if you're going to cry about it, just stop reading and go back now!!! LAST WARNING!!!

At Console 1 type the following commands, now wait between them so they can activate.

lights on

gravity inner (This is so you will have some gravity after this first room.)

door1 open (Now you need to move as quickly as possible down the hallway to Door 2)


This door is opened by the big red button on the right side of the door. Click on it, and move through to get access to the next console.


You are going to die of radiation in a very short while if you miss these commands. YES, I said DIE!!! First time ever in this game. Here are the commands to stay alive...

door3 close This will stop the radiation from killing you.

communications on You must have this activated for a later step when you reassign the gravity to stabilize the station.

Now, you head back the way you just came, back to Console 1. Then type these commands...

lights off You have to turn them off temporarily to have enough power to activate the Gravity Stabilization field.

gravity stab You have now Stabilized the Station.

lights on

Now, back to Console 2 to activate the elevators.

At Console 2 just command...

elevators on

The only Elevator that is useable is number 2, back in the first room, and the one on the left. Just walk into it.


You will gently drift down to the second floor and look around for the hallway to Console 3. It's right there.


This console gives you some pretty cool information, and take your time reading it. It is worth it. Use these commands...

archive open Not really needed, but it is a cool addition to the story-line.

archive recover This will get you a fragmented section of Project Neptune's Archive reports. Read it, no hurry.


Now, pull back from the console and look around. You see that Glowing Green Serum on the lab table? Pick it up by clicking on it


You will notice after picking up the serum, that you now have a green laser pointer. Not sure if it is needed, but still cool effect.


As you approach Door 4 be cautious, there is a big nasty alien in there, and he appears to be rather hungry. You might find a better way to accomplish this, and if so, let me know, I will add it in, but I came to the doorway, looked around, saw where he was. To the left as you enter, and behind some crates. I moved through the door, and to the right. 45 degree angle out and away from him. Spin around and get ready. You have to wait to fire till he is almost on top of you. Too far away, and the serum hits the ground, too close and he kills you. You have ONE shot, make it count. Trial and error, but it's fun.


After Big Nasty is visiting the Alien Afterlife, you move to Console 4 in the same room as he was.


And it opens Door 5.

door5 open


Moving through Door 5 puts you in the Cryo-Sleep Chamber. You're almost done now. Look around some cool stuff to see, and no threats here.


Let the story play out, and watch, it takes a few minutes, but it is very cool! CONGRATULATIONS! You are done. Alexa's code is 2357911131719. (Prime numbers to 19) to end the project and be jumped back to Jam-1.

A Newbie's Experience

Werit, a new player to Ascent in May 2014, blogged his experiences playing Ascent. He gives invaluable information from a newbie's point-of-view which could be helpful to your gaming experience.


Building a Colony

Running the Numbers


Private Starbase and Research


Operation Neptune Video Walkthrough

Waervyn's Making Money/Credits Video

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