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U4GM How to Find All 43 Aurylene in The Hub Fast

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发表于 2026-2-5 16:56:11 | 显示全部楼层 |阅读模式
If you've been roaming Talos‑II for more than five minutes, you've probably started treating Aurylene like a weird little treasure hunt that never really ends. In The Hub especially, it's hard to ignore how often you're detouring "just for one more." If you're trying to keep your squad ready without wasting time, even a bit of Arknights endfield boosting planning mindset helps: mark routes, clear clusters, and don't leave easy orbs behind. The Hub sits inside Valley IV, but it doesn't play like a flat early zone at all, and that's where people get tripped up.

The Hub's 43 Aurylene are spread across spaces that look simple until you start moving through them. You'll bounce between the Bridge Approach, the industrial yards, and up toward Rockhill Passage, and you're constantly changing elevation. A lot of players sweep the main roads and think they've "done" the area, then wonder why they're still missing a handful. Don't do that. Look up. Check catwalks, crane arms, and the tops of stacked containers. If something looks like set dressing, it's probably a platform you're meant to land on, even if it takes a few tries.

The big facilities are where The Hub hides its most annoying pickups. The Originium Byproduct Processing Center and the Hub Base Power Plant are prime examples. You'll walk right past the same room twice and still miss an orb sitting on a pipe run above your head. The Bounce Device is basically mandatory here, but it's not only about launching. It's about angles. Sometimes you need to bounce, catch a ledge, then hop again off a narrow bit of machinery. And yeah, you'll fall. Everyone does. The trick is to slow down and treat each room like a mini climbing route instead of a hallway.

Then there are the floaters. These aren't "find it and grab it" collectibles; they're more like timing challenges. You'll spot one drifting near a cliff or across a tunnel mouth, and if you sprint after it in a straight line, you'll usually be late. Cut it off instead. Get to the spot where it's going, not where it is. If there's a bounce pad or a short scaffold climb nearby, use it to meet the orb at its height. Miss the window and you're stuck waiting for another loop, which is annoying, but it feels great when you finally tag it cleanly.

A few Aurylene are gated by the environment: breakable rocks, power routing, switches that move crates, that sort of thing. When you're tired, it's easy to ignore a switch because you're "only here for collectibles," then later you're stuck at 42/43 and it drives you mad. Turning them in at TP Points is worth the effort anyway—Stamina Delimiters, Origeometry, Sanity Syrups, the stuff you actually feel in progression. If one orb just won't show itself, come back with better tools and tighter routing, or lean on Arknights endfield boosting buy style efficiency thinking to sweep the map in a calm, methodical pass instead of panic-searching every rooftop.

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