SC NOMADS
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EXPEDITIONS / VISUAL FIELD GUIDE

Your first contested-zone expedition

Prepare for contested access, objective tokens and getting the loot out.

High riskSmall coordinated team recommended8 min read
Transport with a nearby recovery plan
01
STEP 1 OF 7

Take a kit you can lose

The original Pyro contested zones use FPS spaces with token-gated progression and rewards. They are competitive locations, not a private instance reserved by your arrival.

Our suggested first goal is to learn an entrance and exit. Take one practical kit, spare magazines and treatment supplies rather than your entire collection.

  1. 1

    Set an extraction limit before entry

    Choose what you can afford to lose, a return location and a clear condition for leaving, such as a full pack or depleted medical supplies.

    What you should see

    Every member knows when the run ends and where to regroup.

    That did not happen

    Do not carry unrelated valuables because there is spare inventory space. The zone can include hostile players as well as NPCs.

    CIG Alpha 4.0: jump points and contested zones introduction
Read the complete guide as text

The same published instructions in one readable view. Use the steps above for controls and practice panels.

Take a kit you can lose

The original Pyro contested zones use FPS spaces with token-gated progression and rewards. They are competitive locations, not a private instance reserved by your arrival.

Our suggested first goal is to learn an entrance and exit. Take one practical kit, spare magazines and treatment supplies rather than your entire collection.

Set an extraction limit before entry

Choose what you can afford to lose, a return location and a clear condition for leaving, such as a full pack or depleted medical supplies.

Expected result: Every member knows when the run ends and where to regroup.

If it did not work: Do not carry unrelated valuables because there is spare inventory space. The zone can include hostile players as well as NPCs.

First run: reach an entrance and return

Source review, not an in-game route verification. This is a Persistent Universe expedition. Arena Commander is useful practice, but its simulator equipment-loss protection does not make a PU expedition safe.

The first finish line is a repeatable entrance-to-transport return, not a final reward room. The inventory illustration is a kit reference, not a contested-zone map.

1. Choose the expedition, not a simulator match

SC Nomads first-expedition drill

Enter the PU with the team. Agree the named destination, meeting point and return transport before departure. Use the existing first-flight and party guides if travel or joining is unfamiliar.

Expected result: Everyone can state where the group meets and how it leaves.

If it did not work: Wrong mode or separated group? Regroup before anyone enters alone.

2. Read back equipment and the return plan

SC Nomads first-expedition drill

Check worn equipment, usable weapon magazines and treatment supplies in inventory. Bring only an affordable kit. Name a carrier, cover player and return pilot; one person can cover several roles only when the group agrees.

Expected result: Each person confirms their own equipped kit and the team names its return transport.

If it did not work: Missing kit? Return to storage before travel. Solo players cannot cover a door and manage inventory simultaneously; stop in cover and reduce the objective.

3. Trace one reversible route

SC Nomads first-expedition drill

From the arrival point, identify the return direction and agree a rally location. Advance only while the route back is understood. Record landmarks yourself; this page supplies no verified door-by-door map.

Expected result: The team can describe its last safe point and reverse its approach.

If it did not work: Lost orientation, occupied route or absent transport? Withdraw to the last known point; do not improvise deeper entry to rescue the plan.

  • PU destination agreed
  • Equipped kit checked
  • Return transport and rally point named

Keep objective items accountable

Agree who carries access items and who watches the route. Announce every transfer so a key item is not left on a body or carried away unintentionally.

Make the rendezvous and retreat signal explicit. If one player disconnects, the rest should know whether to wait, withdraw or continue with fewer resources.

Check access and item custody at each gate

Separate controls: F

Read the next door or terminal prompt and identify the required item. State who carries it and have the rest of the team cover the interaction.

Expected result: The team knows whether access is available and keeps the necessary item accounted for.

If it did not work: A video's old route is not proof of the current door state. Avoid sending the only access-item carrier into a separate fight.

At a gate: read, assign, confirm

The dated 4.0 introduction describes token-gated progression. It does not establish today’s item locations, door requirements or available rewards. Read the current prompt at each gate.

Check access and item custody at each gate

Separate controls: F

Read the next door or terminal prompt and identify the required item. State who carries it and have the rest of the team cover the interaction.

Expected result: The team knows whether access is available and keeps the necessary item accounted for.

If it did not work: A video's old route is not proof of the current door state. Avoid sending the only access-item carrier into a separate fight.

4. Confirm the result before the next move

SC Nomads first-expedition drill

Use the existing interaction card above. Read the prompt, identify who holds the required item, then observe whether the intended door or terminal actually changes state. Announce the carrier after any transfer.

Expected result: The team sees the intended access result and can identify the current item carrier.

If it did not work: An animation or old video is not confirmation. If the prompt remains unavailable, stop and reassess the displayed requirement; do not spend or transfer another item blindly.

5. Treat a zero printer timer as uncertain

SC Nomads first-expedition drill

The 4.10.2 issue list records printers stuck at 00:00. Separate that display from an actual available interaction or delivered item.

Expected result: You report whether access or an item actually became available, rather than reporting only a zero timer.

If it did not work: CIG lists a client restart workaround, but that is not an extraction or item-preservation guarantee. Agree a safe withdrawal or custody handoff before deciding whether to restart.

Field note: Custom bindings may differ. Reuse the existing interaction card and normal keybinding guidance; this drill adds no new key binding.

Leave when the objective is complete

Confirm what you actually acquired and plan the exit before filling every storage slot. Have one person watch while another handles inventory.

Our extraction rule: if medical supplies, ammunition or route control are running low, leave with a partial success. A full backpack is not a reward until you get it out.

Turn loot into a completed return

When the agreed limit is reached, stop exploring and return along the planned route. Count the people and valuable items at the transport before departing.

Expected result: The useful result leaves the zone with its carrier.

If it did not work: If someone is missing, decide explicitly whether to recover or withdraw. Do not let every player independently run back inside.

  • Affordable kit
  • Access items tracked
  • Retreat call agreed
  • Exit route protected

Finish the session with a counted return

A partial return is a completed practice run. Extra loot is optional; ammunition, treatment and route control are reasons to leave early.

6. Call the return before sorting everything

SC Nomads first-expedition drill

Announce the retreat, count people and access items, and reverse the known route. Have cover while one person handles inventory; do not split the sole carrier from the team.

Expected result: The team reaches the planned transport with a known person and item count.

If it did not work: A downed member or blocked exit needs an explicit recover-or-withdraw decision. Avoid sending the last capable player into an unplanned solo recovery.

7. Confirm arrival before ending the session

SC Nomads first-expedition drill

Return to the agreed destination and check the relevant inventory or storage yourself. Report what arrived and what remains missing. End only after everyone understands the remaining recovery task.

Expected result: You can name the completed route and the equipment or items actually retained.

If it did not work: Do not assume logging out secures held items or resets the zone. If an item is missing, record the last confirmed transfer and use the existing support or recovery guidance rather than promising restoration.

  • People and carriers counted
  • Destination reached
  • Actual retained inventory checked
  • Next recovery task agreed

Before you commit

The 4.10.2 issue list documents incorrect keycard-printer timers. A displayed zero is not reliable proof the printer is ready.

This guide does not claim a verified map of every zone, guaranteed keycard locations or uncontested loot. Check the specific location’s current objectives.

Version history

Sources & guide information

Sources checked 13 October 2026. Not gameplay verified on Alpha 4.10.2.. Reference information, not a claim of current-patch playtesting.

CIG Alpha 4.0: jump points and contested zones introductionRSI Healing and Medical Treatment, checked 13 Oct 2026RSI Alpha 4.10.2 Known Issues, updated 9 Oct 2026RSI Playing with Friends