Fly into range of a standing wall and press X — the same key that swings at the Breachstone, answering to whatever's actually in front of the drone — and the fitted weapon fires for real. The wall's own size sets its integrity, 22 to 65 HP across the 33 that stand today; the stock Single-Tube Flare Launcher takes 6 shots on the smallest and 17 on the largest, a Leviathan Lance takes 1 to 2, and a Siege Launcher's full salvo drops anything at the smaller end in one pull. Breaking one pays depth-tiered rubble on top of whatever it was hiding, and the wall comes back in fifteen minutes so the map can't be stripped for good.
Said honestly, because it's the whole point of pricing a rocket in crystals rather than handing it out free: most rock hides nothing. Of the 33 standing, 20 pay rubble and nothing more. The 13 that do hide something split four ways — a random pocket of crystals, capped by depth and rarely near that cap; a rare, always high-tier Pearl; a Pearl shell buried under the stone, the one hoard worth returning to since a shell reopens on its own clock; or a shy creature sheltering beside the rock that simply bolts into the open once it falls. Nothing you need is ever buried this way — only Pearl shells ever are, because a shell is a repeatable faucet, not a one-time gate.
The rule underneath all of it, stated plainly: a rock is never a gate. Whatever a wall hides is always reachable some other way — a rocket buys a shortcut and, sometimes, a payout, never progress you couldn't earn regardless. And the Breachstone stays exactly as exempt as ever: strike damage is flat across every rank, so the one place in this water gear buys no speed stays that way. Full numbers in the guide: Weapon & Rockets and Hazards, Wear & Repair.