Notice: This game is still in its alpha phase, the tutorial mission might get a major overhaul in the future. Whenever that happens these Tutorial runs will either be obsolete or kept in some sort of "OLD" category, no promises.
[section=Intro] This guide is more or less to document on RNG possibilities and a few tips to help you 'ace' the tutorial, once you've got the speed running techniques down such as Q-Mining, calling MULE, etc. you will have to pray to the RNG gods for the perfect generation. What's great about the tutorial is that the caves themselves are never incredibly different, it's mainly the tunnels, ore placement and drop pod that you have to worry about, making this the least RNG run in the game (at least that's what I like to tell myself).
[section=Locations] I'll go into minor detail describing each cave you can encounter in the Tutorial.
1st cave (aka spawn cave) - your spawn area, there's always two pillar formations and behind them is the next cave's entrance. 2nd cave (aka zipline cave) - there's a big downward drop with a large rock sticking out of the ceiling demonstrating the zipline's abilities, right behind it is the next cave. 3rd cave (aka morkite cave) - this cave will provide you with the morkite that you need, there's always a long rock bridge leading players to the cave's ending.
[section=Tips] • This is Shallow Grotto a biome which is only available in the tutorial, digging through the terrain is actually more efficient than the dirt, try digging around the dirt instead of directly. • Make sure to call the MULE not too often nor too little, every time you call the MULE while it's moving will slow it down very briefly. • This may not make a big difference but customizing Bosco's upgrades for mining is a good idea since there are minimal enemies anyway. • Drop the Shield Generator at the end of the 2nd cave to prevent any creature from blocking your digging. • When the Drop Pod arrives to pick you up, dig the area where the MULE would board, I am not 100% sure but I believe it makes the MULE skip a few steps and then it snaps into the 'boarding animation'. • Drink buffs still carry over to the Tutorial but they will barely help, don't forget that Dark Morkite is banned.
Recommended Perks: • Veteran Depositor - depositing things faster is often a great choice. • Souped Up Zip Line Motor - you will always need to shoot at least one zipline, the extra speed is worth it. • Sweet Tooth - when maxed out you get a 20% speed boost on heal, take intentional fall damage if you're gonna utilize this. • Deep Pockets - being able to carry more resources means you'll need to run to the MULE less. • Weekend Athlete - a speedrun must. you don't have this equipped already? what are you doing?
[section=RNG] You're likely already fully aware that Deep Rock Galactic runs are heavily dependent on RNG, I'll do my best to document on the possible generations and outcomes for the Tutorial here, doing the same for any other mission is at least 10 times harder.
__Ores__ There's two factors to ores, their location and their amount.
First two Morkite veins are placed throughout the 1st and 2nd caves. And the rest of Morkite veins are placed in the 3rd cave.
Some Morkite vein sizes: • Tiny (~7 Morkite) - common • Small (~15 Morkite) - common • Medium (~25 Morkite) - common • Big (~40 Morkite) - rare (except for morkite cave) • Huge (~52 Morkite) - very rare (except for morkite cave)
- Colossal (~70 Morkite) - extremely rare
It's possible for the first two veins to provide you with 100 Morkite (although the chances are abysmally low), if this ever happens you've got yourself the ultimate record.
__Tunnels__ Tunnels are what connect the caverns, their sizes and formations greatly vary. It would take thousands of playthroughs for a somewhat accurate documentation on each of them.
There's one tunnel type that stands out to me the most and those are the spiral ones, where a part of the tunnel is just like a spiral staircase, I believe they are a good thing more often than not since the MULE can easily climb through the middle hole.
There's also the dirt which separates the caves from the next tunnel, the dirt length can vary from being instantly open to just being lengthy. This shouldn't impact time too much if you already have Q-Mining down.
__Drop Pod__ There's mainly two spots the Drop Pod can land in if you haven't opened up the last cave. And that's either in the 1st cave or the 2nd cave. The second cave drop pod has proven to be the best option.
If you're in the tunnel between the 2nd and 3rd caves, make sure to bring the MULE near the 3rd cave otherwise the drop pod will arrive all the way back where you spawned. However there may be a minuscule chance it wont drop at spawn.
Possible distances: These distances are based off when the MULE is called back at the morkite cave's entrance. • <90m - this means it'll be near your (supposedly) deployed zipline, ultimate spot • 90-100m - this will be in the middle of the 2nd cave, good spot • 100-120m - it will be in the further end of the 2nd cave, decent spot • 160-180m - this means it's back in the spawn cave, bad spot • 180m> - you're better off aborting, terrible spot
Keep in mind that the MULE will always board the right side of the drop pod's entrance, depending on the pod's rotation this could potentially ruin or improve a run.