I set aside this past Saturday to tackle the Guardian structure puzzle for FSD Booster. There are lots of youtube walkthrough vids so I won't bore you with those details, just my high level observations (and maybe some boring details):
1. If anyone says 1-2 hours tops to complete this puzzle, they've done these before. For me, being the first time setting foot in ruins like this it was more like 3-4 hours.
2. I arrived at this site when it was pitch black. Not good.
3. First time used a conda. Too big to park next to the ruins, I had to go back and get my DBX.
4. Install PDT on the DBX to deal with sentinel missiles. This is a lifesaver if you're not used to srv combat like me.
5. There are 6 pylons to activate. The time consuming part for me was finding their hiding spots.
6. Getting around the ruins is annoying. I needed time to orient myself to best routes to each of the pylons and once I got familiar with that there is plenty of time on the countdown clock.
7. I installed 3 SRVs for contingency, in case of destruction, whatever, and I'm glad I did. The biggest issue is running out of ammo. Be ready to synth.
8. Make sure you gather enough of the mats you need for the specific blueprint your going for. The FSD Booster needs 21 power cells and 21 tech components from the site itself.
After all that trial and error: Success! The FSD Booster fits in a class 5 slot in my vette which adds 10.5ly jump range. I can now take my vette places.
-Once unlocked I can now install this booster in class 1-5 in all of my ships.
-I grabbed an extra blueprint for good measure, still researching what's the next best module to unlock with it.
Good luck CMDRs
1. If anyone says 1-2 hours tops to complete this puzzle, they've done these before. For me, being the first time setting foot in ruins like this it was more like 3-4 hours.
2. I arrived at this site when it was pitch black. Not good.
3. First time used a conda. Too big to park next to the ruins, I had to go back and get my DBX.
4. Install PDT on the DBX to deal with sentinel missiles. This is a lifesaver if you're not used to srv combat like me.
5. There are 6 pylons to activate. The time consuming part for me was finding their hiding spots.
6. Getting around the ruins is annoying. I needed time to orient myself to best routes to each of the pylons and once I got familiar with that there is plenty of time on the countdown clock.
7. I installed 3 SRVs for contingency, in case of destruction, whatever, and I'm glad I did. The biggest issue is running out of ammo. Be ready to synth.
8. Make sure you gather enough of the mats you need for the specific blueprint your going for. The FSD Booster needs 21 power cells and 21 tech components from the site itself.
After all that trial and error: Success! The FSD Booster fits in a class 5 slot in my vette which adds 10.5ly jump range. I can now take my vette places.
-Once unlocked I can now install this booster in class 1-5 in all of my ships.
-I grabbed an extra blueprint for good measure, still researching what's the next best module to unlock with it.
Good luck CMDRs