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Guide

Landsraad contract walkthroughs: every location and where players get stuck

A guide to the walkthroughs of all 37 Landsraad contracts: by location, with maps, plus the contracts where a timer or a tough fight gets in the way.

Landsraad contract walkthroughs: every location and where players get stuck
Contents
  1. Locations
  2. Where players get stuck most
  3. Hagga Basin
  4. Smuggler's Run
  5. Testing stations and the Old Quarry
  6. Ruins of Tsimpo
  7. Wind Pass
  8. Blushing Cavern
  9. The Broodworks
  10. Wreck of the Tyche

Landsraad contracts repeat week after week, but the first time through some of them is hard: a tight timer, a locked door, an ambush you didn't expect. Here are the walkthroughs for every contract in the game, grouped by where they take place. Each walkthrough has a map with every spot and the route step by step.

Walkthroughs37every contract in the game
Locations8from Hagga to the Tyche
In eachMapwith every spot and the route
Full listBy specialization →search and rewards

Locations

Where players get stuck most

These contracts have a timer or a tough fight. Read the walkthrough before you go.

Hagga Basin

Contracts spread across the whole basin; for most of them you'll want an ornithopter.

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Smuggler's Run

The Smuggler's Run island: timed runs through gates and the Maas Kharet camps.

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Testing stations and the Old Quarry

Contracts inside the testing stations and the Old Quarry. Each station has its own hazard: fire, poison, electricity or darkness.

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Ruins of Tsimpo

The village ruins: notes, evidence and caches, and in Ghosts of Tsimpo a fight with the Ghost in the fortress.

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Wind Pass

The Yafeng compound on the pass: a timed run in Rockfall and fights with the compound's leaders in The Price of Water.

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Blushing Cavern

Camps on the cliffs and a cave under the island. The Opafire Operation needs a Static Compactor and a cutteray.

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The Broodworks

The Sandflies fortress: snipers on the watchtowers and the commander at the very top.

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Wreck of the Tyche

The crashed frigate: radiation in almost every section, ID band doors and a hangar that locks.

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