Accessing Firefall’s New Melding Pockets

Accessing the Melding Pockets

Updated: 31 December 2013 for Patch 0.7.1730

Note that you no longer need to complete any quests to access the melding pockets in Firefall; you can enter them using the world map from anywhere in New Eden. This entire guide is thus obsolete; we’ve removed it from our list of guides, and are leaving the post here here only for reference purposes.

Firefall includes three new Melding pockets, areas of the world previously covered by the melding to which players can now teleport. Each pocket has a unique pool of resources, and features new landscapes to enjoy and enemies to fight. Here we’ll take a look at how to get your melding pocket keys. Once you’ve made your keys, you can check out our Melding Pockets Gameplay Guide to see what goes on in there!

Each pocket requires a different key, and you’ll need to follow a quest series to get some of the items you need. You should be able to trigger this mission – called Echoes from Sertao – by depositing a Crystite Resonator at the Copacabana SIN Tower. The quest will send you off to the ruins of Sertao (north-west of Trans-Hub) to collect some items, explaining the backstory along the way.

Copacabana Arcfold Modulator: Diamond Head

Once you’ve collected the items, you’ll then be sent to Copacabana to buy the Mid-Pacific SIN Relay from Quartermaster Cross, the Astrek Quartermaster. The SIN Relay costs 50 Copacabana Vouchers, which are acquired by depositing Crystite Resonators at the Copa SIN Tower. Next up, you’ll craft an item using a number of components to create the Copacabana Arcfold Modulator:

  • Mid-Pacific SIN Relay
  • Chosen Di-Qubit Localizer (from Echoes from Sertao quest)
  • 400 Radine
  • 400 Copper
  • 400 Silicate
  • 400 Xenografts

(Note that each resource must be in a single stack, so you may need to do some resource blending to get stacks big enough.)

Once you’ve finished the Arcfold Modulator – it’ll take 6 hours to print – follow the mission objectives to the Copacabana Arcfolder. (You can only use it when the city’s at Level 3 power, but given how many people need to exchange resonators for vouchers, it’s unlikely to drop below Level 3 very often.) Using the arcfolder will teleport you into Diamond Head.

Diamond Head

Thump Dump Arcfold Modulator: Sargasso Sea

Once you’re at the point of buying the SIN Relay in Copacabana, you can also pick up another part of the overall mission by talking to the HelioSys Quartermaster in Thump Dump, Quartermaster Hooker. This will give you an objective to build the Thump Dump Arcfold Modulator, which requires the following:

  • North Atlantic SIN Relay
  • Chosen Quantum Entangler (from Echoes of Sertao quest)
  • 400 Octine
  • 400 Iron
  • 400 Ceramics
  • 400 Petrochemical

The North Atlantic SIN Relay is purchased with 50 Thump Dump Vouchers, acquired by depositing 50 Crystite Resonators at the Thump Dump SIN Tower.

Once your modulator is complete, you can use the Thump Dump Arcfolder to teleport to Sargasso Sea.

Sargasso Sea

Sunken Harbor Arcfold Modulator: Antarctica

As with Thump Dump, you can pick up the mission objective for Sunken Harbor by speaking to the Kisuton Quartermaster in Sunken Harbor, Quartermaster Jabs. The objective tells you to build the Sunken Harbor Arcfold Modulator, which requires the following:

  • Antarctic SIN Relay
  • Chosen Pelletron (from Echoes of Sertao quest)
  • 400 Biopolymer
  • 400 Carbon
  • 400 Toxins
  • 400 Nitrine

The Antarctic SIN Relay is purchased with 50 Sunken Harbor vouchers, acquired by depositing 50 Crystite Resonators at the Sunken Harbor SIN Tower.

Once your modulator is complete, you can use the Sunken Harbor Arcfolder to teleport to Antarctica.

Antarctica

After the Pockets: Blackwater Anomaly

The Blackwater Anomaly KeyEach melding pocket features a number of events designed for groups of players, and these events have a chance to reward some items of wreckage. We’ll have a more detailed guide to the events in each pocket coming up soon.

Once you’ve collected event items from all three melding pockets, you can combine them with the following resources at the molecular printer:

  • 4,000 Regenics
  • 4,000 Aluminum
  • 4,000 Methine
  • 4,000 Anabolics

This takes 12 hours to print, and will give you the Chosen Arcfold Modulator, which you can use at a Melding Fragment Arcfolder in any of the four major cities. This will give you access to Blackwater Anomaly, a new instance designed for a squad of players — note that unlike the melding pockets, only the squad leader needs to have a key for Blackwater Anomaly. The instance reveals more of the story of the Chosen and the Melding, and there are a number of achievements relating to your progress inside the instance.

Blackwater Anomaly

For more about these new zones, check out our Melding Pockets Gameplay Guide and our Blackwater Anomaly Gameplay Guide

About Siha

Siha is a longtime gamer and game blogger. She writes her own gaming blog at Siha Games! and has been enjoying Firefall ever since she scored a beta key.

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26 Responses to Accessing Firefall’s New Melding Pockets

  1. ArnaudMCK July 2, 2013 at 02:43 #

    OMG Thanks so much for this guide. I was annoying everyone I could just trying to figure out what was needed and where I was to start. Your site is top notch and the information here is fantastic.

    Keep up the great work!

    • Siha July 2, 2013 at 02:44 #

      Thanks! Glad it’s helpful :)

    • Avi August 8, 2013 at 00:38 #

      so… whe have this Accessing Firefall’s Blackwater anomaly, but when Blackwater guide?

      • Siha August 8, 2013 at 00:42 #

        We’re actually working on it at the moment, and we hope to have it up soon!

  2. Falco July 3, 2013 at 02:01 #

    Is modulator one time use or permanent?

    • Siha July 3, 2013 at 02:22 #

      Permanent! Sorry, I should have specified that in the article.

  3. ThatsMoney July 7, 2013 at 02:06 #

    Amazing guides, recommend your site to everyone I bump into while playing. Keep up the good work missy.

  4. coldguy July 7, 2013 at 11:40 #

    I assume that you do not spawn in these pockets after you die. Can you stay in the pockets as long as you like, and survive? Can these be soloed, or is there minimum squad size requirement?

    • Siha July 7, 2013 at 11:49 #

      Actually yeah, you do respawn inside the pockets. You can stay in as long as you like, although there’s no garages or printers there so you’ll probably want to leave eventually. As for group size – there’s stuff you can do solo (groups of raiders and chosen, and thumping), and a larger event that requires a squad or two to complete successfully. We’ll have a more detailed guide to the gameplay of the pockets up soon.

  5. Hayder July 11, 2013 at 17:38 #

    So many thanks

  6. DarkByke July 14, 2013 at 01:19 #

    What’s the player limit in these bubbles?

    • Siha July 14, 2013 at 01:22 #

      I don’t actually know! I heard the events described as being “for 5-20 people”, but I’m not sure what the actual population cap is.

  7. shyish July 14, 2013 at 23:25 #

    great giude, thump up for that.
    But i was wondering if there’s a guide with location/place where to find those minerals, toxins and gasses, because i can’t see to find any radine on my map
    thx

    • Siha July 15, 2013 at 00:22 #

      Radine is very much in demand at the moment, because it wasn’t spawning correctly until relatively recently, so nobody has any stockpiles of it. Which means any time it pops up, people immediately leap on it and thump it out.

      I would suggest trying outside of the SIN bubbles, on the grey area of the map, where people don’t go as often.

  8. Highrisk July 22, 2013 at 00:06 #

    You are amazing. Ty,

  9. DarkByke July 23, 2013 at 05:57 #

    You should add the name of the reward given for each area.

    • Siha July 23, 2013 at 12:35 #

      Yeah, I’ve actually got a gameplay guide planned to talk about the events in each zone, which will include the key pieces – now we’re back from PAX Australia I’ll be getting stuck into the backlog. ;)

      • DarkByke August 7, 2013 at 05:14 #

        Cool! You’re always on top of it then :)

  10. Drastdevix July 23, 2013 at 06:18 #

    When you create the Chosen Arcfold Modulator, will you be able to go in the 3 zones just like before or you’ll neeed to farm again for the keys?

    • Siha July 23, 2013 at 12:36 #

      The keys for the Melding Pockets are permanent, and making the Chosen Arcfold Modulator doesn’t use them up in any way — so yes, you’ll be able to go back into the Melding Pockets any time you like.

  11. fflam August 9, 2013 at 18:10 #

    As of the 8/9/2013 patch the resource cost was reduced to 400 units each, on every modulator.

    • Siha August 9, 2013 at 20:12 #

      Yep, I’m actually in the middle of updating the guide now. Lots of changes in this patch!

  12. meowington September 8, 2013 at 11:19 #

    Thx so much for all your work! I would have left this game long ago without your site.

    • Siha September 8, 2013 at 11:23 #

      Glad you find our stuff helpful! :)

  13. DalaiLlama December 31, 2013 at 20:30 #

    I just started half a week ago, and I don’t remember doing any of these quests or printing modulators. However, I can arcport at will to any melding pocket at any time and anywhere; I don’t even need to be in a city.

    I assume I’m missing a recent patch, but should I be vaguely concerned?

    • Siha December 31, 2013 at 23:24 #

      Nope; they’ve taken the access quests out, and you can now freely enter the melding pockets from the map, as you’ve found. This guide is deprecated, but apparently we’d failed to add a note mentioning that!

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