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Star Citizen Siege of Orison Guide: How to Start, Map, Missions and Rewards

Star Citizen Siege of Orison Guide: How to Start, Map, Missions and Rewards
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Siege of Orison is a long cooperative FPS operation in which players retake the floating platforms of Inspiration Park from the Nine Tails. The modern version is not the old public event that sent a large crowd through four platforms and required captured ships for the last transfer. Alpha 4.10 rebuilds the activity as a private mission instance for a small party, removes the ship-combat leg, and gives the team a clearer three-stage route through Solanki, Hartmoore, and the Admin Center.

Patch status: This guide covers the instanced Alpha 4.10 version. At the time of final verification on August 24, 2026, Alpha 4.10 was still on the PTU for all backers and had reached RC1, build 4.10.0-PTU.12497254, while LIVE remained on Alpha 4.9. The official Star Citizen PTU status page still identifies 4.10 as the PTU branch. If the launcher environment you selected still runs 4.9, this version of the mission is not available there. Mission details, rewards, balance, and known issues can still change before or after a LIVE deployment.

The practical objective is simple: arrive with enough supplies for a prolonged ground operation, enter the correct instance with the whole party, complete every security objective in order, defeat the local commanders, and finish the assault by eliminating Mendo Ren. The difficult part is maintaining that sequence while handling dense AI, injuries, limited ammunition, platform transitions, and occasional mission-state bugs.

What Changed in the New Siege of Orison

Players returning from the original event should treat Alpha 4.10 as a new mission built from familiar locations. The story and Nine Tails occupation remain recognizable, but the access method, group structure, route, and progression rules are different. The current design is closer to a cooperative FPS dungeon than a server-wide dynamic battle.

FeatureLegacy Siege of OrisonInstanced Version
Activity formatOpen public event shared by many playersPrivate mission space for the entering player or party
Core routeSolanki, Brushwood, Hartmoore, and Admin CenterSolanki, Hartmoore, and Admin Center
TravelShuttles followed by a required ship transferControlled instance transitions with no ship-combat stage
ProgressOther players could advance or disrupt shared objectivesYour instance owns its enemies and objective state
Failure pressurePublic reinforcements could sometimes recover a bad runThe party must manage revives, supplies, and checkpoints itself

The most dangerous outdated advice tells players to clear Brushwood, find a rooftop ship, disable anti-air defenses, and fly to the Admin Center. Those instructions belong to the legacy event. The official original Siege of Orison guide is useful historical context, but its contract flow and platform route should not be followed inside the 4.10 instance.

How to Check Whether Siege of Orison Is Available

Do not buy a full combat kit and travel across Stanton before confirming the build. First check the environment selected in the RSI Launcher. As of August 24, 2026, the instanced rework is still on Alpha 4.10 PTU RC1, while LIVE remains on Alpha 4.9, so the LIVE client does not yet contain this version of Siege of Orison. PTU access is temporary and may be disabled between tests even when an account normally qualifies.

After launching a compatible build, inspect the Contract Manager and travel information. A first-time introductory contract may appear and direct the player to the entrance, but the current mission is designed to activate after entry rather than requiring everyone to find and accept the legacy priority contract. If the guide contract is absent, the physical entrance and the mission state after crossing into the instance are the more important checks.

CIG can enable, pause, retune, or temporarily remove an activity while an Alpha patch is being tested. The launcher version, current official communications, the entrance itself, and the Contract Manager should therefore take priority over an old event calendar or a cached search result.

Preparation Before Traveling to Orison

Siege is much longer than an ordinary bunker contract. Prepare complete kits at Orison instead of carrying one irreplaceable set from another planet. A failed entry, death, or server issue is less costly when replacement armor, weapons, ammunition, medical supplies, food, and drinks are already stored locally.

Setting regeneration at Orison General can shorten the recovery journey if the entire run collapses, but it is not a substitute for the instance's own medical and checkpoint flow. Leaving the instance may prevent a clean return to the same objective state, especially while the feature is being tested. Treat local regeneration as a fallback for restarting, not as a guaranteed mid-mission rejoin method.

  • Move at least one complete replacement combat kit to Orison.
  • Repair injuries, eat, drink, and refill ammunition before assembling the party.
  • Remove valuable equipment that is not needed for the operation.
  • Confirm that every player is on the same game environment and server.
  • Form the party before approaching the instance elevator.
  • Agree on voice communication, target calls, and a regroup procedure.

Do not rely on enemies to supply everything. Nine Tails weapons and magazines can extend a run, but the available caliber, attachment, and container loot may not match the weapon you brought.

Where to Get the Contract and How to Enter the Instance

The reworked mission does not use the old process of manually accepting End Nine Tails' Occupation at Orison and joining a public event. In current 4.10 testing, an optional introductory contract can guide a first-time player to the entrance. The actual Siege mission is added automatically when the player or group enters the instance. Always confirm this behavior in the current build before advancing.

  1. Travel to Orison on Crusader and reach Cloudview Center.
  2. Go to the Crusader Industries Showroom.
  3. Use the elevator that leads to the showroom rooftop.
  4. Board the shuttle for the Instance Transit Platform.
  5. Gather the entire party at the transit area and complete a final equipment check.
  6. Use the instance elevator and wait for the transition to finish.
  7. After loading, open the Contract Manager and verify that the Siege objectives are active for everyone.

Press the elevator control once and allow time for the request to process. Repeated interaction can make it harder to tell whether the server accepted the input. A short freeze or delayed transition can occur while the client loads the separate mission space, so do not immediately force-quit at the first pause.

Party Size and Instance Rules

The reviewed Alpha 4.10 tests allowed a maximum of four players in one Siege instance. Solo entry was possible, but a four-player party has far more resilience because one member can handle an interaction while others provide security, and a downed player does not automatically end the attempt. Check the current elevator message because the capacity can be adjusted in a later build.

Build the complete party before entering. If more players are grouped than the instance allows, only the permitted members may be admitted, leaving the rest outside. Late joining and rejoining have changed during testing, so the safest method is still to enter together, confirm that all intended players have loaded, and only then begin the route.

A practical four-person division uses a point player, a support shooter, an objective runner, and a medic. These are responsibilities rather than fixed classes. The point player identifies the first threats without dragging the whole group into an ambush. Support controls long angles and reinforcements. The objective runner handles towers, panels, levers, and fuses while covered. The medic keeps the medgun and spare refills available and controls revives.

Teams that are unfamiliar with coordinated FPS clearing can use a short Star Citizen coaching session to practice communication, crossfire control, revives, and room entry before committing a full set of supplies to a long Siege attempt.

Siege of Orison Route Map

A fixed overhead image can become misleading when an Alpha build moves an interaction or closes a path. The route table below is a more reliable operational map: it identifies the required order, the purpose of each location, and the condition that should be met before the team transitions.

Route StepLocationMain TaskLeave Only When
StagingCloudview Center, showroom rooftop, and Instance Transit PlatformAssemble the party, enter the instance, and verify mission activationAll players have objectives, weapons function, and the mission space is populated
Stage 1Solanki PlatformLearn the security-network loop, eliminate the local commander, and restore controlThe tracker confirms the required tower, commander, and IFFI steps
Stage 2Hartmoore PlatformCross longer sightlines, complete the local network objectives, and defeat the lieutenantThe local objectives are complete and the team has resupplied
Stage 3Admin Center and bargeClear the final resistance and defeat Mendo RenThe completion state and reward are recorded in the mission UI
ExtractionFinal mission areaSecure the room, collect selected loot, and leave as a groupEveryone has confirmed completion and stored the items they intend to keep

Brushwood is deliberately absent. A player following the current instance should not search for the old Brushwood shuttle or a flyable rooftop transport. If the mission tracker points elsewhere after a future update, follow the current tracker and environmental markers rather than forcing this published route.

Heavy armor is the safest default for a first clear because the mission contains sustained firefights and punishes exposed movement. Medium armor is viable for confident players who value stamina and faster repositioning, but a light kit leaves less room for desync, unexpected AI angles, or a failed peek. Always wear a helmet and equip a backpack large enough for medical refills, extra magazines, food, drink, fuses, and selected loot.

Use an assault rifle, battle rifle, or DMR with a practical medium-range optic as the main weapon. Hartmoore rewards controlled shots across open lanes, while Solanki and the Admin Center still include close transitions. A compact secondary weapon or dependable sidearm prevents a long reload or empty primary from ending a corridor fight. Bring a suppressor only if it supports the team's plan; it does not replace target identification or coordinated fire.

Loadout SlotRecommended ChoiceReason
ArmorComplete heavy set for a first runImproves tolerance for concentrated fire and imperfect server feedback
BackpackLarge compatible backpackCarries reserve supplies, objective items, and valuable loot
PrimaryReliable rifle with medium-range opticCovers both platform lanes and most interior engagements
BackupCQB weapon or sidearmProvides an immediate option during reloads or tight final-stage fights
MedicalMedgun, several refills, and accessible medpensSupports treatment, revives, and emergency self-care
UtilityFuses and a limited number of grenadesSupports mission interactions and breaks defended positions
SustainExtra magazines, food, and drinkPrevents a long operation from ending because of basic resource pressure

Players building several replacement kits can compare the available Star Citizen armor sets before choosing between a durable heavy setup and a faster medium alternative. Protection classes and inventory behavior can be rebalanced, so the in-game item description in the current build remains authoritative.

The Objective Loop on Every Platform

Each stage uses a related progression loop even though the layout and resistance change. Secure the arrival area, reduce the immediate Nine Tails threat, locate the Security Network Control objectives, complete the required interactions, eliminate the local leader, restore the IFFI or equivalent control step, and wait for the tracker to confirm progression.

CIG's developer playthrough of the reworked Siege of Orison provides official design context for the new activity. Use it to understand the intended cooperative flow, but follow the objective tracker in the current build when a panel, route, or combat encounter differs from footage recorded during development.

  1. Hold the arrival point until every player has loaded and can move normally.
  2. Identify hostile Nine Tails and avoid firing on Crusader Security or other friendly personnel.
  3. Clear enough of the area to interact without being interrupted.
  4. Follow the active objective to the required network tower, panel, lever, fuse box, or control node.
  5. Complete each displayed interaction and watch for a tracker update.
  6. Defeat the stage lieutenant and the enemies protecting the objective.
  7. Activate the local IFFI or final security-control step when instructed.
  8. Regroup, treat injuries, redistribute ammunition, and move only after the next stage unlocks.

Do not memorize a fixed number of fuses, towers, or switches from an early PTU video. CIG can change those details without altering the stage logic. The objective list on the right side of the HUD and the interactive state in front of the player are the best source for the current build.

Solanki Platform Walkthrough

Solanki introduces the mission's rules, but the arrival can still be dangerous. Do not sprint away from the transport while party members are loading. Hold the immediate cover, identify the first enemy positions, and make sure every player's mission tracker shows the same stage before pushing deeper.

Advance from cover to cover and keep at least one weapon watching the direction the team just crossed. Nine Tails can occupy different elevations and side angles, so four players aiming at the same doorway are vulnerable to a flank. The objective runner should not interact with a security node until the nearby approaches are controlled.

Locate and restore the security-network objectives in the order presented by the mission. If a fuse or lever is required, cover the interacting player until the action and animation finish. Kill the local lieutenant when the objective allows it, then complete the IFFI step and wait for the tracker to unlock the transition.

Earlier 4.10 PTU builds suffered a severe performance drop while approaching Solanki. That specific Solanki issue is no longer listed among the two Siege-related Known Issues in RC1, but performance can still vary during testing. If movement becomes choppy or the client pauses, stop near cover and allow assets to stream before beginning the next fight.

Hartmoore Platform Walkthrough

Hartmoore opens the engagement distance and makes poor positioning more expensive. Refill magazines, medical tools, and consumables before leaving the transition area. A medium-range optic becomes more valuable here because enemies can watch paths, balconies, bridges, and open sections from beyond comfortable close-quarters range.

Move in short bounds. One pair advances while the other pair watches elevated positions and lateral approaches, then the roles switch. Do not split into two independent teams unless both can maintain communication and a route back to each other. A downed pair beyond line of sight may be impossible to recover without exposing the remaining players.

When the objective runner reaches a control tower or panel, the rest of the team should establish overlapping fields of fire instead of crowding the interaction. Finish all displayed network steps before hunting the lieutenant. After the leader is down, activate the local control objective and confirm that Hartmoore is complete.

The Admin Center is the hardest stage, so Hartmoore is the final sensible place to correct the team's inventory. Move magazines and medgun refills from players with excess supplies to those running low, treat injuries, reload every weapon, and decide who will retain grenades for the last fight.

Admin Center and Mendo Ren Walkthrough

The final stage compresses the team into more dangerous approaches and brings stronger resistance around the Admin Center and barge. Clear rooms and connecting paths before touching a panel. Doorways are especially dangerous because a downed player can block movement while hostile escorts fire through the same narrow angle.

Preserve enough primary ammunition and medical capacity for the Mendo Ren encounter. Do not have all four players focus on the boss while escorts control the room. Remove enemies that can flank, interrupt a revive, or cut off the retreat, then concentrate fire when the team has stable cover. Revive only after another player controls the relevant angle.

If the Mendo Ren encounter does not start or the final objective does not update, do not waste the entire ammunition reserve. Recheck the mission list for an incomplete tower, local leader, IFFI, or security interaction, clear any remaining marked enemies, and allow the server a short time to synchronize. Earlier PTU builds included boss-state problems, including an invulnerable Mendo Ren, but later 4.10 builds received fixes for those cases. Treat a repeated failure in RC1 as a bug rather than expected mission behavior.

After Mendo Ren falls, watch the tracker until completion is recorded. Looting immediately can hide whether the mission advanced correctly. Secure the area first, confirm the reward state for every party member, then collect only the weapons, armor, ammunition, and container items worth carrying out.

Checkpoints, Injuries, Death, and Rejoining

The instanced rework includes a checkpoint respawn flow intended to keep deaths from forcing a complete restart. The intended behavior is to return a dead player to the most recent in-instance checkpoint rather than to Orison General. Use the mission's medical facilities and checkpoints when available; if a death sends you outside the instance or to the wrong location, treat that as a bug rather than the normal flow.

For an ordinary downed state, win the immediate fight before attempting treatment. One player revives, one watches the nearest threat, and the others hold alternative approaches. Dragging or treating someone in an unsecured doorway often produces a second casualty. After revival, check injuries and weapon function rather than immediately resuming the push.

If a player disconnects, leaves the party, or respawns outside, keep the remaining group stationary in a safe location while testing re-entry. The instancing design is intended to support eligible party members joining the owned instance, but late-join and rejoin behavior has been actively revised during PTU testing. Do not activate the next transition until the missing player has either returned or the team has decided to continue without them.

Avoid long periods of inactivity. An AFK removal can disrupt the mission state or separate a player from the party. For breaks, use a secured checkpoint area, keep the group informed, and resume before the server's inactivity rules become relevant.

Siege of Orison Rewards and Loot

The reward has two parts: the completion payout displayed by the active contract and the physical loot recovered during the operation. Do not trust an exact aUEC figure from an older guide. CIG can change mission payouts between PTU builds, during economy tuning, or when the activity reaches LIVE. The amount shown in the current Contract Manager is the only reliable figure for the run you are about to start.

Nine Tails enemies and leaders can provide weapons, ammunition, armor, consumables, access items, and contents from optional containers or secured rooms. Current test loot can be attractive, but no individual weapon, armor piece, or crate should be described as a guaranteed permanent reward unless the live mission explicitly says so. Loot tables, locations, access conditions, and rarity are all subject to Alpha changes.

Compare the displayed completion payment with the expected duration, replacement-kit cost, and the risk of losing stored supplies. The Star Citizen aUEC calculator can place the contract payout against a ship or equipment savings target, but its result is an economy estimate rather than an official mission-reward source.

  • Confirm mission completion before opening every optional container.
  • Prioritize rare or useful items over common ammunition that can be bought easily.
  • Leave inventory space before the final stage instead of carrying every early drop.
  • Distribute high-value items so one death does not remove the group's entire haul.
  • Remember that PTU earnings and items do not transfer back to LIVE.

Current Siege of Orison Issues and Workarounds

In Alpha 4.10 PTU RC1 build 12497254, CIG's published Known Issues list names two Siege-related instancing problems: the instance elevator can start moving only after a noticeable delay, and the client can stall or freeze for a few seconds at the second forcefield while the main instance streams in. The other rows below are contingency troubleshooting for symptoms seen during the 4.10 PTU cycle, not a claim that every issue remains active in RC1. When a problem is repeatable, record the build number, location, objective state, and reproduction steps for the Issue Council.

ProblemLikely StateSafe Workaround
Instance elevator does not arrive immediatelyThe interaction or transport request is delayedPress once, wait, and avoid rapidly repeating the input
Brief freeze during the entrance transitionThe client is loading the mission spaceWait before force-quitting unless the client has clearly crashed
No mission objectives or enemies after entryEarlier PTU symptom or a failed instance initializationVerify contracts and interactions before using supplies, then leave and create a new instance if nothing activates
Party members load into different statesPossible instance synchronization or group-entry problemReform the supported party, regroup at the transit platform, and enter together
Severe frame-rate loss near SolankiEarlier PTU symptom; it is not listed as a current RC1 Known IssuePause in cover and allow the scene to load; if the issue repeats in RC1, record and report it
Standby barrier or next route remains closedAn objective may be incomplete, or an earlier barrier-sync issue may have returnedReview every active objective and wait for the tracker; restart only when all prerequisites are complete but the barrier stays locked
Stage does not advance after a lieutenant diesA required interaction may still be incomplete or the mission state may have stalledReturn to the listed network objectives, complete remaining controls, and wait for synchronization
Mendo Ren encounter fails to start or completeA prior objective may be missing, or an earlier boss-state bug may have returnedClear remaining markers, verify all stages, and create a new instance if completed prerequisites still do not trigger the encounter
A disconnected player cannot rejoinPossible late-join, ownership, or instance synchronization problemStop progression while the player tests the entrance; otherwise finish with the remaining team or restart together
Completion appears without a visible paymentPossible UI or backend delay rather than a confirmed RC1 Siege issueRecord the contract state and session details before leaving, then report a reproducible failure through the Issue Council

Target Identification and Friendly-Fire Safety

Siege places many armed characters in a dense combat space. Nine Tails are hostile, but Crusader Security personnel are allies. Confirm the uniform, behavior, marker, and direction of fire before shooting. A delayed marker or partially loaded texture is not a reason to fire at every silhouette.

Use short target calls that describe direction, elevation, and cover: for example, upper balcony left or two hostiles behind the planter. Avoid crossing directly through a teammate's muzzle. Grenades should be announced before they are thrown, and no one should enter the affected room until the explosion and visual obstruction have cleared.

If a friendly NPC blocks a route or behaves strangely, reposition instead of forcing the issue with gunfire. A crime state, accidental kill, or party firefight can ruin a long run more reliably than most mission enemies.

Mistakes That Commonly End a Run

  • Following a legacy map: Brushwood and the required ship transfer do not belong to the new three-stage instance.
  • Entering before the group is ready: Unsupported party size and staggered loading can split the team.
  • Assuming the contract is active: Confirm objectives and spawned enemies immediately after entry.
  • Bringing a bunker-sized loadout: The operation requires more ammunition, medicine, food, and patience.
  • Running directly to a boss marker: Unfinished security objectives can prevent the stage from advancing.
  • Crowding interactions: One player should work the panel while the others cover distinct angles.
  • Ignoring friendly identification: Crusader Security is not part of the Nine Tails target list.
  • Looting before confirmation: Always verify the objective and payment state before opening inventories.
  • Trusting a fixed payout from an old guide: Read the current contract because Alpha economy values change.
  • Forcing a visibly broken instance: Restarting early is cheaper than consuming every magazine in a state that cannot complete.

Quick Siege of Orison Checklist

WhenCheck
Before launchThe selected environment runs Alpha 4.10 or newer and the activity is currently enabled
Before travelReplacement kits and supplies are stored at Orison
Before entryThe supported party is complete, fed, healed, armed, and on the same server
After entryEvery member has active objectives and the instance has loaded enemies and interactions
On each platformSecurity network, lieutenant, and IFFI tasks are complete before transition
Before Admin CenterAmmunition and medicine are redistributed and final-fight roles are clear
After Mendo RenThe mission records completion and the current payout for every player
Before leavingThe area is secure and selected loot is distributed and stored

Conclusion

The modern Siege of Orison is a structured three-stage FPS operation rather than the old public event. Start at the Crusader Industries Showroom rooftop, take the shuttle to the Instance Transit Platform, enter with a fully prepared party, and verify that the mission activates automatically. From there, progress through Solanki, Hartmoore, and the Admin Center while completing every security-network, lieutenant, and IFFI objective in the order shown by the tracker.

A durable loadout, controlled movement, target identification, and disciplined supply management matter more than rushing toward Mendo Ren. Treat current contract values and objective markers as authoritative, because payouts and interactions can change during Alpha testing. If an elevator, barrier, boss, or mission state fails after all prerequisites are complete, preserve supplies, document the problem, and restart instead of trying to solve an invalid instance with more gunfire.

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