General information
The release date of the game ” Pragmata ” is April 17, 2026.
Developer: CAPCOM Co., Ltd. Publisher: CAPCOM Co., Ltd.
Story time: 10 hours. 100% completion time: 25 hours.
Pragmata system requirements
. When was it released?
| Characteristic | Minimum requirements | Recommended requirements |
| CPU | Intel Core i5-8500 AMD Ryzen 5 3500 |
Intel Core i7-8700 AMD Ryzen 5 5500 |
| RAM | 16 GB RAM | 16 GB RAM |
| Video card | GeForce GTX 1660 Radeon RX 5500 XT 6 GB, DirectX 12 |
GeForce RTX 2060 Super Radeon RX 6600 8 GB, DirectX 12 |
| Disk space | 40 GB | 40 GB SSD |
| Operating system | Windows 64-bit: 11 | Windows 64-bit: 11 |
Pragmata text formatting .
What do the colors mean?
Moon fiber is a common resource.
Minicube (3/3) – secret objects are cubes, shoot them.
Components for improvement are rare resources.
Repair cartridge – first aid kits, recovery areas.
Cartridge Holder (1/1) – Increases the supply of first aid kits.
Recording – information messages.
NZI Gift (2/2) – items for printing.
Access key – mandatory items, needed for the story.
Text in a frame – these steps can be skipped if 100% completion is not required.
Walkthrough
Pragmata Prologue
. Russian Guide
The research vessel Eurotas has arrived at the Cradle lunar base. The crew was unable to contact the AI at the base, so they landed manually. They will land near a massive 3D printer tower. A group of four will enter the deserted base.
We play as astronaut Hugh Williams. We follow our colleagues through the corridors, learning how to move and look around in the game. Outside, we catch up with our friends Nicholas and Ken and examine the “luva replicator” 3D printer, which creates building materials from moon fiber.
We’ll enter the warehouse on the left. Here, our colleague James will teach us how to use the spacesuit’s boosters—we’ll be able to fly upward a bit. Along the way, we’ll collect blue blocks —these are the resource called moon fiber. Jump up and grab the blue block, then fly across the crates to the balcony.
Further down the hallway, James will turn on the printer and print a robot called the Walker. This android will clear the rubble in the hallway ahead of us. Later, an earthquake will occur, the station’s window will collapse, and two astronauts will be thrown out. The third astronaut will perish under the rubble. We will fall to the lower floor.
We’ll wake up when the little girl restores our spacesuit. The girl is only wearing a blue jacket, no spacesuit, but she doesn’t die without oxygen, so she’s not human.
The Idus AI will activate, label us as an unregistered user, consider us an intruder, and order the robotic Walker to kill us. We shoot it with a hand pistol, but the damage is minimal.
The girl will offer her help and begin hacking the robot. A square field will appear on the screen; you need to draw a line across it so that it ends in a green cube. It’s best to avoid all the blue cubes. The more cubes you color, the more vulnerable the robot becomes.
We’ll contact Captain James via radio and hear him being killed by robots. We approach the locked door; the girl will break it down. On the square field, simply press the appropriate buttons one by one. There’s a repair cartridge on the orange panel in the corridor ; it restores health. Use it, and only then will we be allowed to proceed.
There’s a destroyed compartment behind the door. Run to the capsule on the left ahead. The path will be blocked by containers on the rails, and a Tracker will attack. Hack the enemy. After that, hack the monorail control. There are two more enemies further on. Hack the second monorail. Ahead, jump over the turnstiles to reach the capsule.
The capsule will travel to the shelter. Along the way, we’ll see strange rocks rising from the surface of the Moon. We’ll question the girl; her name is DI-0336-7, a state-of-the-art pragmata model created in the Cradle. Let’s call her Diana.
Pragmata’s Emergency Shelter
. How to Play
We exit the capsule into the shelter corridor. We don’t have access; the AI will switch us to “Level 0” at the terminal, and we won’t be able to contact Earth. The map shows that we have to open a path to the solar power plant. We’ll plan a route there together.
This will be our main base. We talk to the girl. We examine the wardrobe; we can change the appearance of her spacesuit and her clothes there. On the other side is a NZI Replicator, but it’s currently empty. The computer in the center has a Software Update Module, where you can upgrade your spacesuit. Another computer has a Modular Printer; it prints items from moonfiber.
We return to the capsule and go to the next location.
01.
Pragmata Solar Power Plant. Walkthrough at gamesisart.ru
1.1 Power plant platform
Objective: Restore power supply
Enter the generator room. At the starting area, go left and break the yellow crate to find resources . Go through the turnstiles and grab the upgrade components behind the building on the left . Ahead, check the “Warning! Strong tremors!” screen .
We leave the hall and turn left. Activate the scanner to see any active objects. At the end of the corridor, examine the tablet; it contains two entries: “Lockdown Procedure” and “Re: Trapped .” We go through the doors on the right and hack the panel on the right path, which will activate the backup power. We learn that we need to restart the main terminal on the top floor.
Objective: Reach the top floor
We go back to the hall and destroy the Walker. Jump over the two red lasers. In the hall, to the left of the screen, hack the door. Inside the room, activate the holographic recording . Take the resources from the yellow crate . We exit back and kill the Walker.
From the hall, head right, through Gate 04. Follow the yellow line in the corridor. An Observer turret will attack around the corner; hack and destroy it. On the right, ahead, hack the first panel. In the left room, hack the second panel. Grab the components on the raised platform behind you . A door with two keypad locks will open ahead.
Beyond the door, jump to the right. There’s an Observer turret ahead, and two Walkers will attack later. Behind the door is an emergency hatch (1) leading directly to the shelter. Activate the hatch menu, and the door ahead will open.
1.2. Sealed Sector – Gateway
Ahead on the left is a corridor with lasers; jump over them. Halfway along, against the left wall, are the components . Ahead is a door with five locks. Hack Terminal 04 in the right corner.
Objective: Hack the power terminals (4)
A drop-off point has opened to the left before the doors, so jump down. A new weapon, the Kinetic Cannon (shotgun), is lying on the floor of this room. A Tunneler will appear, so use the weapon on him. Then a large robot will appear, slamming the ground. Jump during this. While hacking this robot, avoid the cells with the triangular “!” signs. Hack Terminal 05 on the wall above . Get in the elevator and go up.
On the top floor, there’s a yellow crate on the right containing ammo . Jump across the pit from the blue platform, kill the robot and the turret. Go to the platform ahead on the right, and hack Terminal 02 .
From the large platform, go left and drop into the corner room. There’s a new weapon in there—the Stasis Network (a slowing sphere). Ahead, hack terminal 01. Turn around; from here, you can see the terminal above the bridge. If you hack it, the lasers will deactivate. Above, you can hack three robots in the pit.
From the corner platform, we enter the yellow corridor. We’ll be locked inside and attacked by two robots. We slow them down with stasis, hack them, and shoot them. After defeating them, look at the ceiling and hack terminal 03 .
| Secrets. From the 3rd terminal, head forward, drop onto the platform ahead, and grab the components . There’s a talking Minicube (1/3) figurine on a barrel in the corner ; shoot it. Each location has its own number of cubes.
Jump into the deep pit and open the safe at the very bottom (1/3) (100 Fiber) . Hack the panel on the other wall, which will rearrange the platforms. Stand on the retracted platform in the floor, hack another panel, and the platform will rise. Hack the panel and fly to the block on the left. Grab the components on the landing . Hack the panel above the door to open it. Return to the beginning of the room, opening a shortcut. The laser barrier near the starting door has now been deactivated, so let’s head there. Hack the panel and raise the elevator a little higher. From here, we can climb onto the platforms above the bridge. Fly left and grab the components . Fly back to the top of the bridge and fly to the other peak. We won’t make it, but we’ll grab the components . |
1.3. Main Control Board – Lobby
On the bridge, go through the door with five locks. Beyond it is a landing, with the components at the top left . To the right, descend smoothly into a pit. In the room, examine half of the globe; the printer is broken here. Take the NZI “Globe” gift (1/2) . On the left, one bed is covered with a net; behind it is a Minicube (2/3) . Near the right beds is the entry “NZI: User’s Manual . ”
In the next room, on the computer to the left, there’s a note saying “Welcome .” Open the chest on the right to find a Hardened Spacesuit (1/1) modification inside . Activate the emergency hatch nearby (2) .
Behind the small door , take the components and the “Re: How are you?” recording . In the room to the right, there’s a Cartridge Holder (1/1) (+1 healing). There’s ammo in the drawer. There’s a holotape on the table .
Beyond door A2 is the path forward. In the dark room, go left and find a new consumable—the “Decoding” hacking node. After this, yellow cells will appear during hacking, granting bonuses. A little further on, hack the robot.
There’s a lift in the dark corridor, fly up it, and grab the components at the top . Slightly to the right is a holographic wall, behind which is a resource cache, a “Holographic Wall” recording , and a NZI gift, “Colored Pencils” (2/2) . Fall back down and shoot the Minicube (3/3) on the pipe above the entrance .
Enter the circular hall and hack the terminal in the center. This will cause the entire circular platform to move to the top floor. Three types of robots will attack, so destroy them. After defeating them, hack the panel in the center again and ascend to the very top.
On the top floor, we collect all the weapons and several yellow crates. Activate the emergency hatch (3) . Approach the illuminated panel, and Diana will begin hacking it. The lockdown will be deactivated. Power will be almost restored, but IDUS will stop the process and unleash a huge robot against us.
Objective: Defeat the Sector Guardian
Boss: Sector Guardian . This robot fires missiles at us and tries to trample us. We constantly run away from it, escape dangerous red zones, hack, and shoot. There are many hacking nodes in the arena, so be sure to use them while hacking. When the robot stops temporarily, dash behind it and shoot the vulnerable fuel tank. When the boss is stunned and marked with a purple icon, perform the finishing blow.
When the boss reaches half its health, it will begin firing missiles continuously. Diana will use “Overload Protocol” (X), temporarily immobilizing the boss. Finish off the enemy. Loot the hideout key from the body .
Goal: Get along the track to the NSR
Let’s return to the shelter. There we’ll meet the robot Kubik. He turned on after we used the key to gain access to level 1. We talk to the robot and learn about his Bingo Club minigame. Use Kubik’s gift token to open any cell on the board.
02. Pragmata Mass Printing Sector
. 100% Location Clearance
2.1. Experimental testing ground – platform
Objective: Contact Earth from the communication tower
In the new location, go around the corner to the right and grab the components . Climb the stairs ahead and break the crate on the right to find a data fragment (for the hacking meter). Go left, and a cat will run past. Diana will chase it, try to catch it, and almost fall into the pit.
We search the warehouse beyond the doorway and break open the crate. A new enemy will attack behind the warehouse—a ball on legs—and it tries to trample us. We dodge its attacks. We move forward to the wall and grab the components in the corner on the right. We go right and read the message “Sector Closure” on the panel .
At the “Area 3” junction, go right. Through the window in the room, you can see a printer printing a car ( conversation ). Read the entry “Access to Storage” on the table . At the junction, go left and kill the robot. Enter the side room, grab the components , and the entry “Internal Dictionary: Moonfiber .” Break the crate at the corner of the hallway.
Objective: Go to the communication tower
We’ll emerge into a huge hangar, where an entire New York street has been 3D-printed. Ahead, the communications tower is visible; we just need to cross the street. We’ll descend the stairs on the left, fly right onto the bus, and smash the crate on it. We’ll grab the components on the ground beneath the bus and kill the robot.
Further down the street, there are three stationary robots, but when we approach, they’ll engage in combat. Go to the first alley on the left; there are components there , and two robots will appear. You can fly along the roof of the bus to the scaffolding; there’s a weapon there.
At the end of the street, a huge gate will close. The AI has blocked our path again. There are six locks on the gate. We hack the first radio beacon before it , leaving five more to go.
Objective: Hack the radio beacons (5)
To the right of the gate, climb onto the garbage truck, jump onto the store’s visor, and grab the components . Before the gate, go right and hack the side door to “Area 2.” Large robots on all fours will chase us; hide from them behind the door. In this corridor, activate the emergency hatch (4) .
2.2. Shopping District – Entrance
In the alley, we climb up the cars. Ahead is a locked door, “Red Zone: Shopping District.” To enter, you need the key to the red airlock; we’ll find it later. Head right.
On the new street, there’s a weapon crate in the dead end on the right. There’s another crate in the clothing store up ahead. To the right, in front of the doors, is a new weapon—an Assault Blaster (grenade launcher). Once we grab the weapon, two robots will attack from behind. Shoot them with the grenade launcher and finish them off on the ground. Then a ball robot will appear.
There’s a diner ahead, past the door. There’s a crate between the tables, and another crate to the left behind the counter. On the corner of the counter is the key to the red airlock . There’s a panel on the wall; you need it to proceed further.
| Red Zone: Trade District . First, return to the Red Zone and unlock it with the key. Inside, fight squads of 3-4 robots. Once defeated, take Pure Lunite (1/2) from the chest —a rare resource needed for final upgrades, instead of Moonfiber. |
Go back to the diner, stand on the yellow platform by the left wall, hack the panel on the left wall, which will raise the platform. Fly into the recessed wall and grab the components . Go to the left corner, stand on the second platform, hack the panel again, and climb up to the door. Destroy the large robot.
Enter the clothing store and examine the mannequins ahead ( conversation ). There’s a crate in the corner to the left. Jump up to the raised area behind you on the left and grab the components .
There’s a manual elevator by the right wall, but first, go down the corridor with lasers and kill the robot. There’s a second manual elevator on the left; take it up and jump into the room behind the glass. Take the modification: Extended Vulnerability (1/2) from the chest . Hack the panel on the wall to disable the lasers. Go to the first manual elevator and go up. Explore the nearby rooftops and shoot the Minicube (1/3) .
We go down the corridor above the first elevator and pick up the new “Multi-Hack” hacking unit in the bookstore. Climb higher up ahead, hack three robots at once, and kill them. In this dead end, search the safe (1/5) for 200 fiber .
We return and exit onto the balcony in front of the bookstore. Jump down and grab the components under the balcony . Drop down in the nearby corner and grab more components on the glass roof . Kill the robot. Climb back up, follow the main path, grab the weapon and the hacking node. Jump down to the square where the beacon is. Kill three robots nearby. After defeating it, look up a little higher and hack the second radio beacon .
A shop door opens near the lighthouse, so head inside. Near the entrance, there’s a note saying “New York .” In the two safes (2/5, 3/5) , take Components x2 and Pure Lunite (2/2) . Climb the stairs and break the crate. Above, hack the panel on the door.
Secret. To the left of door 06, climb up the containers. Above is a holographic wall. Behind it, on the table to the left, is a note reading “Lunar Shelters .” Three robots will attack around the corner ahead. After defeating them, open the chest for 300 fiber . Disable the nearby panel and exit back.
Behind door 06 is a narrow corridor. Climb onto the vending machine on the left and grab the components above. Enter the shop on the right and climb over the raised area. Jump down, walk along the right wall, and break the crate to find a data fragment. Climb over the container on the left and grab the components behind it .
There’s a laser wall ahead. Go right from it and kill the robot among the mannequins. Hack the panel at the top right, disable the lasers, then return and grab the chest (Cube Token) . Continue right. Climb the shelves near the left wall, behind them is the Basketball Emergency Reserve (1/1) . There are many mannequins and two robots along the way. Head out to the doors. There’s a chest on the right.
Enter the room beyond Gate 04. Inside, on the left, there’s a safe (4/5) containing a modification: Close Combat (2/2) . On the table to the right, there’s a note reading “Reconstruction Project .” Through the door on the right, exit to the balcony, hack the panel, and print the bridge ahead. We can go down to destroy the large robots we were running from. Use the manual elevator to get back onto the bridge. Cross the bridge and activate the emergency hatch ahead (5) .
2.3. Denouement
Beyond the bridge, we descend the manual elevator into the alley. We’ll find a new weapon—a Railgun (sniper rifle). There are two turrets behind the gate; destroy them with a single, precise shot. Break two crates nearby.
Around the corner is a large-headed Executor robot. These robots attack with their hands and a powerful laser. They can have red panels that protect them from hacking; shoot them first. After hacking, shoot them in the chest or the capsules on their back.
After defeating him, hack the panel on the wall. A platform will lower down towards us. Climb up it and jump to the roof on the left. Shoot the turret. On the right, jump down to the platform by the chain-link fence. From the safe (1/1) , take the Signal Booster (1/2) upgrade . Descend, climb back up, and jump to the platforms above. On the roof, go around the corner to the right and smash the crate. On the left, jump down to the balcony on the other street.
We move along the left wall, jumping across the platforms. We destroy two missile turrets. Then we climb up to the central roof, where we hack the third radio beacon .
The lasers are offline. From the beacon, jump left and forward, grab the components near the tree behind the fence . Take the manual elevator up. Inside the apartment, examine the dining table ( conversation ). Don’t jump forward yet.
| Secrets. Return to the garbage truck at the top of the house, inspect it, and find a Mini Cube (2/3) on it . Jump down to the garbage truck below and grab the chest (a Mini Cube token) .
Jump down into the previous courtyard, where the central building has opened up. Kill all the robots around, and grab the Long-Range Target (2/2) modification from the chest in the center . Break open the door to the side, opening a shortcut back to the Railgun. Down in the courtyard, we go into a long alley. A flying robot, the Vacuum Cleaner , is hidden there; it’s carrying something valuable. It keeps flying away from us, scattering fiber. We need to hack it quickly along its single, winding route. If we succeed, we’ll get about 700 fiber . In the long alley, we take the manual elevator up to a platform behind bars, where we pick up the “Gorka” NZI (1/1) . |
We climb up the manual elevators again to the apartment above, from there we go to a long landing, and jump down onto a large roof. There are lots of weapons and crates around. We’ll be locked on this landing; we’ll destroy a squad of robots. Later, missile turrets and a big-headed robot will appear. After defeating them, we hack the fourth radio beacon .
The roof barriers are disabled. In front of the lighthouse, go to the left edge, jump onto the balcony, and grab the components . Ahead, past the lighthouse, enter the doors. The room on the right contains a recording reading “Latest News from Delphi .” Open the chest ahead to find Pure Lunite (1) . To the left is a holographic recording and components . Activate the emergency hatch in the corner (6) .
2.4. Offices
Go right past the doors; the path is blocked beyond the bridge. Go left and up two manual elevators. On the roof, hack the fifth radio beacon .
The lasers ahead are disabled; hack the panel behind them and print a new bridge over the main road. Ahead, on the left, descend the manual elevator and down to the bridge. To the right of the bridge, on the roof, there’s a chest; fly over there and grab the components . Return to the bridge.
Once again we climb onto the upper roof, from the bridge fragment we jump to the right, onto the neighboring roof with wooden platforms, there is a safe (1/5) ( components x2 ).
Beyond the bridge, enter the room with the taxis. On the computer, there’s a note saying “Luv Recycler Operation .” Hack the panel on the nearby device, activate the recycler, and destroy the fiber crystals. Pass through the recycler’s empty chamber and drop down.
There’s a new weapon downstairs—the Clone Generator (our clones distract enemies). Take a data fragment from the crate ahead. Approach the panel behind the door, and enemies will appear. Create a hologram of yourself in the marked dangerous area and lure the enemies there. Then hack the panel and dispose of the robots standing in the yellow zones.
The next corridor contains two resource boxes. To the left is a holographic wall, behind which is a safe (2/5) (300 fiber) and the recording “Perfect Copies .” Go down the corridor to the right, exiting onto a round balcony. Grab the NZI “Old CRT TV” (1/1) . Jump down, past the moving lasers. Kill the robots at the bottom.
Enter the door; in the room ahead on the left is a sign that says “Happy Birthday, Thomas!” Hidden inside a container on the back right is a Minikub (3/3) . Climb onto this container, climb higher onto the pipes under the ceiling, and grab the components from them . Activate the emergency hatch (7) in the corner of the room .
2.5. Recycling Center
You can exit through the narrow door on the right or through the pipes under the ceiling. Up ahead, on the roof, there’s a panel; hack it, then turn on the recycler and destroy all the enemies under the roof. Further up on the roof, there’s a chest (a Cube token) . Head down.
Further behind the door is a crate. To the right is a ladder going down, with lasers moving above it. Run across it, using dashes and jumps. Hack the panel at the bottom right to disable the lasers. Climb up to find a safe (1/3 (200 Fiber)) .
Ahead in the lab, we’ll take the chip; the girl will bite it and learn the “Luv Eraser” ability . We’ll be able to remove the moonfiber crystal barricades. On the left is a holographic recording with components . On the right, on the computer, we read the entry “Robot Disposal Costs . ”
Backtrack a bit and destroy the growths (E). Descend into the pit where the manual elevator leads. Go through the orange door. Enter the stopped conveyor belt on the right, where six robots will attack. Backtrack, hack the panel on the left, and dispose of the enemies. Later, two large robots and one big-headed robot will emerge.
Once we win, a gap will open up to the side. Up ahead, hack the sixth radio beacon . Use the elevator up ahead and return to the save.
| Secrets. In the room with the escape hatch, destroy two growths, then drop down into the pit behind them . The components are below . Go back up the manual elevator. Exit the room through the double doors. In the alley on the left, destroy the growths to open a quick exit to the main street.
2.1. On the main street, remove the growths under the donut ad. Inside the diner, open the safe (2/3) (Kubik token) . Next to it, between the buildings, remove the growth, opening a direct path to the alley with a sniper rifle. On the other side, remove the growth, inside the boutique, take the safe (3/3) (200 fiber) . Climb onto the central bus, jump from it to the balcony near the scaffolding, and inside, destroy the growth; behind it are the components . 2.2. Shopping District. Before the central bridge, go left along the balcony, break through the growths, and open a shortcut to the adjacent bridge. Offices. We exit the room through the small door, go right outside, clearing the growths along the way. Then we take the elevator. We go to the clothing store and take the nearby manual elevator to the roof. At the top, don’t go forward, but jump down to the lower roof, on the side of the manual elevator. From this roof, jump to the narrow roof even lower down. Destroy the growth on it, and behind it is a safe (5/5) ( 3 components ).
2.4. Offices. Exit the room through the small door and turn right outside, clearing the growths along the way. Then take the elevator. Go down into the room, stand on the raised platform, and hack the panel on the wall in the center. Platforms will extend; jump across them, destroy the growths, and jump onto a bus in the wall. Hack the panel again; a higher panel will extend, and jump onto another bus, which contains a data fragment. Jump across the platform in the center to grab the safe (1/5) . Jump onto the central platform, hack the panel, and quickly run past the retractable platform to the right onto the bus. Further ahead, more platforms extend in front of the bus; jump onto them. Jump onto the ventilation pipes, hack the panel from them, and the platforms ahead will retract. Climb up the blue ledges. Destroy the growths, jump to this spot, hack the panel, and climb the platforms to the very top, picking up the “Skateboard” Emergency Response Gear (1/1) . Return to the bridge near the office and jump down. There’s a safe (2/5) on the ground in the alley ( 2x components ). There’s also a door to the Red Zone . Inside, destroy all the robots and take the following upgrades from the chests : Additional Pocket (1/1) , Pure Lunite (1/2) . Beyond another door in the alley, we destroy two growths. There’s another safe (3/5) (300 Fiber) ahead . We go up the manual elevator; at the top is a cartridge holder (1/1) . We stand on the retractable platform, hack the panel on the wall above, and immediately jump to the adjacent retractable platform. We climb into the room above and return to the save. We jump down to the platform below and examine the liquid-printed machine through the glass ( conversation ). Outside, we go to the elevated area and destroy the growth. Behind it is a manual elevator leading up. Up there, behind the red growths, are two safes (4/5), (5/5) , which cannot be destroyed yet. Take the components . |
2.6. The area near the communication tower
Objective: Defeat the giant robot
On the main street, we go to the end, past the open gate. We activate the emergency hatch (8) . We approach the main communication tower. The AI will unleash a huge robot on us.
Boss: Giant . He walks above the street, firing a wide laser beam beneath himself. After hacking him a couple of times, he’ll activate two red shields on his shoulders; shoot them off so they don’t interfere with the hack. Shoot the bright blue dots on his belly, legs, and mouth.
Once we’ve finished the boss halfway, he’ll start creating growths on the ground. Quickly escape the blue zones. When the boss starts releasing growths in lines across the street, you need to quickly climb up the elevators on the walls. Avoid the red zone attacks using the elevators as well. At the end, the boss will grab you with his claw; you need to quickly hack him by drawing a line between the obstacles.
After defeating him, we take the Vault 2 access key from the body . We approach the communications tower. Inside, we won’t be able to send a distress signal; the AI has blocked this option. On the map, we’ll see that another sector has opened for exploration. A hologram cat will run up to us and speak with a human voice. Her name is “Eight,” and her body is under the rubble in the next sector. She’ll ask to be freed and sent back to Earth.
Objective: Reach the Greenhouse along the track
Let’s move to the shelter. Here, we apply all upgrades and spend all the resources we’ve collected. Level 2 unlocks new opportunities: training simulations. These require training specific abilities. By completing them and fulfilling the side conditions, we’ll receive Cube cards, fiber , components, and pure lunite . It’s best to complete the first four available simulations immediately:
- Like Lightning. Reach the designated area within 90 seconds.
- Shimmering Find. Collect 7 signals in 60 seconds.
- No room for error. Defeat enemies with weapons.
- Red Flashes. Dodge lasers for 50 seconds.
| Secrets behind growths
1.1. Power Plant. From the first turret, go to the dead end on the right, destroy the growths, and in the room behind them, grab a Memory Expansion (1/1) (increases your hacking meter). 1.2. Sealed Sector. Above the bridge, on the top floor, destroy the growths. Jump down to the platform beyond the door and kill the robot squad. After defeating them, take the chest ( Pure Lunite (1/1) ), the safe (2/3) (800 Fiber) . Under the bridge, jump into the pit, climb the inclined ladder, go along the long corridor with windows, kill the robots around the corner, take the safe (3/3) (100 fiber). Hack the panel. |
03.
Pragmata Greenhouse. Walkthrough, guide
3.1. Greenhouse platform
Objective: Find the Eight
We’ll arrive in a sector under a large glass dome. We’ll cross the bridge and grab the components in the dead end on the right . On the left, we’ll cross the tree trunk to the next bridge. In the center, we’ll jump over the fence, climb up the inclined support, and jump left onto the white platform. We’ll grab the components there . Return down. There’s a crate on the left in the lower dead end.
Further down on the left, drop down to the square platform, grab the components , and kill the robot. Return to the top, jump onto the hanging load on the crane, jump from it to the white support, and jump down to the raised area with the blue bags. There’s a safe (1/5) (400 Fiber) under a tree branch .
Ahead of the door, a new enemy will attack—a Spearman with a disk on his head, firing a powerful beam. Enter the building; inside, on the right, there’s a sign reading “Guide .” Head to the large round glass panel in front of it, hacking it will remove the tree in the way. The AI will disable our access. Go left and activate the emergency hatch (9) .
3.2. Main elevator
Objective: Reset two luv regulators
We enter a circular greenhouse through a hole in the glass. Inside, we’ll encounter a hologram of a cat, who will point us to the main elevator. There are two exits ahead, and you can take them in any order.
Objective: Launch the Luv Regulator (Agrofactory)
From the circular hall, go through the doors on the left. Large robots will attack us in the room. After defeating them, take the elevator up. Examine the sign; it reads, “Warning: Entering a Clean Room .” Up in the hallway, you’ll see a floor map with many forks between rooms “A” and “B.” Each path has its own enemies and rewards. You can bypass them all.
1A. On the left wall is a note reading “Testing Cultivation Robots .” In the room: 2 Walker, 1 Binder.
1B. On the left wall, the entry says: Observer x2, Binder x2.
Further on the corridors will converge, we choose the path again:
2A. Inside: Spider x1, Binder x1. Reward: 100 Fiber . At the next fork, on the left is a safe (2/5) (350 Fiber) .
2B. Inside: Crusher x1, Binder x2. Reward: Components . At the next fork, on the right, there’s a safe (3/5) ( components x3 ).
At the center of the fork is a safe (4/5) (Cube token) . To the left is the entrance to the Red Zone. To the right is the normal path through the pit.
3A. Red Zone: Greenhouse Entrance . Inside: Spearman x2, Spider x1. There’s a spinning laser beam in the center; keep jumping over it. Reward: Pure Lunite (1/1) .
3B. Inside: Crusher x2, Crusher MK-II x2.
Both paths will converge in a large hall, where a Bomber robot will attack, scattering grenades over a large area. We hack it and shoot the four launchers on its head. Then we defeat the squad of other robots.
After winning, go to the small room on the left and pick up the Training Data (1/1) (new challenges in simulations). Nearby, in the chest, there’s a modification: Sneaky Shot (1/2) , and on the table is the entry “Reaction .” To the right, outside the window, examine the deer ( conversation ).
We take the manual elevator up and pick up a new weapon at the top— the Pulse Rifle —and replace the standard pistol with it. Ahead, we turn on the regulator and clear out another tree in the circular room.
Objective: Run the controller (Eco-modeling lab)
From the circular hall, we proceed down a long corridor. Along the way, we examine butterflies behind glass ( conversation ). Further on, there’s a room with trees in glass capsules; between them, we kill two Walkers. Near the stairs at the bottom, we examine a display board with a note reading “Moonfiber Trees . ”
We climb the stairs. Ahead is an unfinished tree branch, and next to it is a panel missing an item. To the right, shoot the crate. Here, look up; a Minicube (1/3) is hidden on a branch near the ceiling .
Jump down to the floor ahead and go left. A robot will attack. Grab the generation chip in front of the yellowed tree . Return to the top, insert the chip into the terminal, and a tree branch will appear in front of us near the broken ladder. Climb up the branch.
| Secret. At the top of the stairs, behind a branch, enter the holographic wall on the right. You’ll find yourself in a glass corridor. Take the safe (1) (300 fiber) , and the recording “Vanishing Trick .” Further along the path is a laser grid; it can be disabled by a panel outside, on the lower platform. After disabling the lasers, take the components . Head back out. |
The main path is through the wide door. Jump across the gap to the left before the door and grab the components from the broken bridge . Beyond the door, you’ll find yourself in a hall with many unfinished trees. Break the growth on the left and grab the components . There’s an emergency hatch (10) on the right , Red Zone.
| Red Zone: Ecomodeling Lab . Inside, go down the stairs and grab the components in the room on the right . Below, in the clearing, are rotating laser turrets. Move forward and up the tree branch, killing the Spearman and the turret. Further on, there’s another Spearman, a missile turret, a spider, and two large robots. In the center, shoot down four missile turrets. After defeating them all, jump down and grab the components . Climb to the very top and get your reward from the two chests: Cannon Fodder (2×2) and Pure Lunite (1×1) . Exit this room. |
3.3. Ecoanalytics Laboratory
From the emergency hatch, jump to the adjacent balcony, climb through the window into the room, and grab the components . Descend the stairs to the clearing. Kill the Spearman near the first yellowed tree. In front of the tree, grab the first Generation Chip . Go right, grab the components , and kill the Bypasser. In the corner to the right is the “Air Balloons” NZ (1) .
| Secret. From the balls, go back along the right wall, along a new path. There’s a gap at the top right; jump into it and grab the components in the dead-end corridor . There’s also a holographic wall here, with a large robot behind it. Continue on, climb the platforms, and grab the “Performance Testing” recording at the top. Take the Self-Training (2) modification from the chest . Exit the secret. |
In the park, we emerge onto the elevated area, head toward the stairs, and jump onto the white arch. Outside the window, we destroy the growths, jump into the room, destroy five Spider robots, and search the safe (1) for 700 fiber . We exit.
In the park, follow the stairs down. Follow the path to the next set of stairs. At the bottom, there’s a box and a locked door. Climb the stairs and at the top, there’s a new weapon: Sticky Mines (shoot at enemies to reduce their hacking range). Higher up, behind the bushes, is a box. Up ahead, you’ll reach a circular platform. A large red Crusher robot with a large hacking matrix will attack. Use the mines on it. Once defeated, grab the 2nd Generation Chip in front of the yellowed tree .
| Secret. From the circular platform, jump left and forward. Robots will attack from containers below. After defeating them, open the safe (1) in another container ( 3 components ). There are red growths in the hallway nearby; they can’t be penetrated yet, but remember this location.
Climb onto the container in the center, jump from it into the cave to the side, and smash the growths inside. In the corridor, run past two moving lasers, hack the panel ahead, and disable them. We’ll find ourselves in a room behind glass, where we’ll grab the “Radio-Controlled Vehicle” NZG (1) . Exit through the door under the stairs. Climb back up. |
Continue along the circular platform. On the table ahead, take the red airlock key and the note “Guide: Weather Simulation .” To the left, behind the round glass, are some components . In the next room, a chest contains the modification: Aggressive Defense (3) . To the left, there’s an emergency hatch (11) .
3.4. Weather Simulation Laboratory
From the hatch, climb the stairs and hack the door. In the circular room, destroy the robots. Then, exit to the balcony and grab the components on the left . Jump down into the circular arena, where six Walkers will attack. Yellow circular zones will appear here; escape them before lightning strikes. Kill the stronger monsters and lure them into dangerous areas.
After defeating them, head through the doors. There’s a holographic recording by the computers on the left . To the right, in front of the tree, grab the 3rd Generation Chip . Beyond the door, descend the manual elevator. At the bottom, read the recording “Guide: Closed Test Site,” “Return to Earth .” Hack the door and return to the park.
We return to the three terminals at the entrance and insert the collected chips. The missing tree branches will appear ahead; we climb up them. We hack the doors.
Boss: Sector Guardian . This time, the huge robot is assisted by two Spearmen, so we’ll take them out first. The Guardian itself has become faster in movement and attack speed. It’s best to constantly distract it with your copies. Once we’ve finished halfway through the boss, yellow zones will begin to appear in the arena, where lightning strikes. Lure the boss into the lightning with your copies.
After defeating him, go through the doors and take the Pure Lunite (1) from the chest . To the right, in a dead end, there’s a holographic wall. Behind it, you’ll find a room behind glass. Take the Safe (1/5) (500 Fiber) and the “Strong Soldiers” recording . Go down to the left and take the components in the left corner . Examine the yellow panel on the right to get a weapon slot . Next, go to the panel in front of the window, activate the regulator, and clear out the extra trees.
From the adjacent window, jump back into the circular hall. Below, to the left of the doors, climb onto the white inclined platform, jump, and grab onto the branch above. From there, jump onto the balcony, grab the “Flowers” Emergency Rescue Kit (1/2) , and the recording “You’ve opened the right door!” From here, jump and fly along the right wall, landing on the branch in front of the green screens. Jump further and loot the safe (2/5) on the balcony ( 3 components ).
Objective: Take the main elevator up
In the circular hall, use the panel in the center and take the circular elevator up. Jump onto the balcony above and grab the Accurate Shot (1/2) modification from the chest . Jump down to the platform under the elevator and grab the components . Take the elevator back up. At the top, jump over the left ladder, along the container and tree root, and grab the components behind the ladder . Near the right ladder is an emergency hatch (12) . There’s a locked door nearby.
We’ll go up the central staircase. We’ll find another girl, Pragmata Eight. She’s entangled in the roots of a printed tree, behind glass. She’ll tell us that the moonquake caused the AI to malfunction, and everything has gotten out of control. Now we need to get to the main process and use the AI shutdown code. We’ll use the computer to find a way to the underground regulator.
3.5. Main elevator – top floor
Objective: Find the underground luv regulator
We go back, a new door has opened near the hatch, we enter it. Inside, at the fork, we first go right, we’ll find a safe (1) (Cube token) . Go left, through a cave, we’ll come out onto a sandy seashore. We’ll examine and touch the water hologram.
Secret. Turn around, break the growth on the left behind the cave, and jump into the pit. In the underground room, grab the Training Data and the “Scheduled Inspection Report” entry . Return to the surface.
Go right along the beach and grab the components behind the rock in the center . Enter the cave on the right. Inside, there’s a locked door with four locks on the side. Terminal 01 is hanging nearby; hack it. Go right and destroy the robots behind the bushes. Hack Terminal 03 on the wall with the pipes .
From the locked door, we go into the cave opposite; it’s right next to the exit, slightly to the left. We’ll follow a dark corridor to a round room, where a new robot will attack. It will attack from the darkness and grab us, but we need to hack it quickly along the winding path. The robot uses camouflage—it disappears when not attacking. We need to look for it by the distortions in the air. Once we defeat it, hack Terminal 02 on the wall . In the short corridor, we pick up a new weapon—the Photon Laser (which pierces enemies for a few seconds)—and board the elevator.
At the top, we go along the bridge and kill a couple of robots. On the left, examine the tree branches; a Minicube (2/3) is hidden there . Enter the corridor and destroy the bomb-wielding robot on the left, where an invisible robot will attack. Go to the dead end on the right and examine the safe (2) ( 3 components ). On the left, at the corner of the corridor, hack terminal 04. The door is unlocked. Go to the end of the bridge, above the sandy shore. Look for a line of blue cubes in the air, jump down there, and fall into a pit where there is a safe (3) (400 fiber) .
We go back into the cave. We go through the opened door, behind it is an elevator, a sign saying “Protection from external radio interference , ” and an emergency hatch (13) .
3.6. Geoscience Laboratory
We’ll take the elevator down to the basement. There’s a signal jammer here; if we get caught in its waves, Diana will temporarily be unable to hack. We’ll jump over these waves, hack the device itself, and disable it.
We break the growth ahead, behind it there’s a safe (1/10) (100 fiber) . We return to the elevator, next to the boxes there’s a holographic wall, behind it there’s a note “Father’s Room” , a safe (2/10) (400 fiber) .
Opposite the elevator, hack the small door to find a dark room with tree roots. Go around the tree in the center and kill the invisible robot on the other side. There’s a safe here (3/10) ( 3 components ). At the end of the corridor, turn on the regulator, which will cause the trees in the room to disappear.
From the dark room, we go through the large door and jump down the platforms. Robots will attack in the next large room. Quickly disable the jammer so it doesn’t interfere with the fight.
Behind the next door is a table with a holographic map. Go into the small room ahead, where you’ll find a safe (4/10) ( 3 components ). On the table near the bed, turn on the holographic recording “New Assignment . ”
Secret. Go past the map to the far right corner and hack the door. Turn around, smash the growth on the left behind, climb up the platforms, and in the hallway, fall into the pit under the crane. You’ll find yourself in a room behind glass. There, you can pick up the “Swing” NZ (1) . You can see the Mini-Cube in a capsule behind the glass nearby. Jump to the right of the capsule, fall slowly, and shoot downward at an angle while in flight, which will shoot the Mini-Cube (3/3) .
We pass the map again and go to the corner. Beyond the door, we pass through a yellow protective field. In the hall, look to the right and jump to a separate balcony. There’s a safe (5/10) (Cube token) . Jump down into the hall, fight squads of robots, and quickly disable the jammers. After defeating them, hack the panel on the left wall. This will raise a platform. Jump up it to the far balcony and loot the safe (6/10) ( 3 components ).
Exit through the door and open the chest in the dark hall to find Pure Lunite (1/1) . Climb onto the white container in the center and jump to the right, onto the raised platform. Destroy the growth behind the platform to find a safe (7/10) (300 Fiber) . Hack the nearby panel to exit.
From the darkness, we go through the small door, past the elevator, and down the long corridor past the map. We pick up the “Development Plan” recording and the components . We go down the elevator. On the ground floor, we activate the emergency hatch (14) .
3.7. Plant Growing Laboratory
We go around the elevator; there are components behind us . To the left, in a narrow corridor, is a Red Zone. Ahead are locked doors. From the elevator, we go right, walk around the equipment, and find notes saying “Project Paused,” “Message Not Delivered,” and “Help .” We hack the panel nearby and open the doors in the center.
| Red Zone: Terrarium . In the darkness, we fight a robot with bombs, surrounded by several invisible robots. Find the invisible ones, shoot them, then destroy the large robot. Reward: Pure Lunite (1/1) , Memory Expansion (1/1) (more overload for hacking). |
From the elevator, go through the doors ahead. You’ll come to a dark room with roots. Jump down into the pit on the right in the center and land in the arena. We’ll find the main luv regulator. The AI won’t let us use it.
Objective: Defeat the big robot
Boss: Gardener . A huge scorpion robot will descend upon us. You can shoot its lower head and the head at the top of its tail. There are coolers under its belly, but they’re harder to hit. The enemy’s tail fires several lasers at once; you need to stand between them. If you’re close, the boss attacks in a circle with its tail, so it’s best not to approach. If the boss slams its tail into the ground, it’ll be vulnerable for a while.
After defeating her, we pick up the Vault 3 access key . We head to the large panel and disable the tree seal. We’ll automatically return to the surface and watch as Eight frees herself from the tree roots. The AI decides to lock down the sector to stop us. We won’t be able to release Eight from the capsule, but she’ll attempt to transmit her memories to Diana. The data transfer won’t be complete. We’ll slip under the closing door with the girl.
Objective: Reach the mines along the track
The shelter will reach level 3. New upgrades, printing items, and new NZI slots will become available.
| Training simulations:
05. Stop and Run! Reach the designated area within 65 seconds. 06. Medic. Defeat all enemies. (A flying medic robot gets in the way.) 07. Plan “Breakthrough”. Defeat enemies with weapons. (Pick up). 08. Among the containers. Reach the designated area. 09. Nowhere to Run. Defeat the Executor within 45 seconds. 10. Mousetrap. Defeat enemies with weapons/recyclers. (Panel). 11. Lock Master. Reach the designated area within 23 seconds. 12. Step on the gas. Reach the designated zone within 60 seconds. 13. Hostility. Defeat enemies using hack nodes. 14. Burn, burn brightly. Defeat enemies with weapons in 90 seconds. |
04. Pragmata Lunite Mines
. Where to find and how to collect
4.1. Mines – platform
Objective: Restart IDUS
On the platform to the right of the door, we read the note “Excavation .” We’ll exit through the corridor onto the base’s surface. Lunar gravity applies outside, so all movements are slower, but you can jump higher and further. From the cliff, we’ll see a tower we need to reach.
Jump off the cliff, move left mid-flight, and grab the components on the small platform . Go through the door on the left, through the room, and down the elevator. Jump down to the ground below.
Below, behind the building ahead, there’s a crate. Climb onto the platform to the right and destroy the growth. Behind it is the modification: Composure (1) . Go back, climb onto the platform by the left wall, and from there, jump to the right and forward, to the blue ledge. From there, jump behind the red pipe and grab the components . On the far left platform, grab the new weapon: Guiding Missiles.
In the next courtyard, you’ll be attacked by spider robots. Go around the large column and hack the panel on its back wall (the hacking has become more difficult: you need to press the button when the rotating arrow points to them). After this, an orange container will fall in the center. Move forward at the bottom, destroying the growth, which will reveal components . Jump up the platforms in front of the growth and loot the safe (1) ( 4 components ). Climb up near the stairs and jump along the fallen container to the platform on the right, behind the bars.
Behind the door, we hack another door. The AI will sic a Moondigger on us. It turns out to be a huge robot worm. After a dramatic appearance, it will hide underground, but it can be seen by yellow sparks. If we stand on the sandy ground, it will swallow us, and we need to hack it quickly to survive.
Jump down to the steel platform near the near wall. The door on the right is blocked by a red growth, so remember this. Jump forward onto the sand to grab the components , and immediately jump left onto the steel platform. Enter the door ahead.
There’s a recording in the building called “Re: Malfunction .” Kill the regular robots in the room. Climb the ladder on the left, jump back down to the upper platform above the room, and grab the components there . Continue on to the airlock.
From the balcony, jump to the stairs ahead. If we fall, we’ll end up back on the sand with the worm. Ahead, a flying Observer robot releases scanning modules; we can hack them and throw them back at the robot. Descend through the gap in the stairs and grab the “Bonfire” NZG (1) at the bottom. Climb the stairs and open the emergency hatch inside the room (15) .
4.2. Crane control panel
Near the hatch is a sign reading “Safety .” Ahead, by the window , is a sign reading “Moon Dig Has Lost Its Chain!” Further on, there’s a stand with the message “Always Carry a Trapper!” Nearby is a new weapon—the Trapper (a protective dome against projectiles and attacks).
We exit through the airlock and grab the components from the crates on the right . Ahead is a large sandy clearing with a Moon Dig crawling around. Quickly run forward, deploy the Interdictor from the robot, stand on the concrete platform ahead, and grab the components .
Turn around and run onto the orange platform on the right as it descends. At the top, jump to the white platform and grab the Analog Aggression (1/2) modification from the chest . Run left across the sand and grab the components . There’s a crate against the wall on the right, and jump onto the platform with the door on the left. Shoot the two turrets nearby.
Inside the building, kill two robots and search two crates. Go up the stairs, then left between the windows. In the dead-end left, search the safe (1/3) ( 4 components ). From the stairs, go forward and read the entry “What’s going on?” Behind the door is an exit to the balcony.
On the balcony, hack the panel, causing a container to fall nearby. On the balcony, look back to the right; a Minicube (1/3) is hidden around the corner . Jump forward, use the fallen container to climb to the platform above, and search the chest (2/3) (Cube token) . From the container, jump to the center of the clearing, onto a low platform. You’ll see a warehouse ahead.
Objective: Infiltrate the warehouse
There are regular robots walking along the sand; we can place clones near them so the worm will eat them. Activate the mines to damage the worm. Climb the platforms near the left wall and grab the components at the top .
Above the building on the left, ahead, we destroy two missile turrets. Jump onto the building and continue along the rooftops. There’s a chest on top of the crane containing the Digital Domination (2/2) upgrade . Jump down to the far left part of the clearing and grab the components . Run to the right wall. There are more components in the far right corner, behind the column . Climb the platforms on the right and kill the robot with bombs. Hack the panel and drop the container in the center in front of the building.
Secret. Turn around, scan the area, and see a safe sign on the white building at the back. Jump down and open it; it’s a holographic wall. Behind the wall is a safe (3/3) (500 fiber) , with a note saying “Books as a Gift .” Climb back up to the right platform.
Jump onto the fallen container in the center on the right and into the warehouse door. Inside, take the elevator down and activate the emergency hatch (16) .
4.3. Entrance to the warehouse
Objective: Find a way out of the warehouse
| Red Zone: Warehouse . There’s a red door nearby. Inside, in the arena, destroy the upgraded Walkers. Then, two large robots, spearmen. Reward: Pure Lunite (1/2) , Memory Upgrade (1/1) . |
From the elevator, head left and forward. Climb up the orange cabinet and grab the components . Slightly to the left, the corridor is blocked by a large cube. Hack the panel on the cube to move it forward. Push the first crate forward twice. Push the second crate to the right. Walk along the right wall, climb onto the containers, and push the third crate to the right through the grate above. Near this crate, drop down into the room behind the glass and grab the “Scoop Net” Emergency Response Gear (1/1) .
We go around the second box and push it back to the left. We go into the hallway and pick up the hacking node. Robots will attack in the room. In the left corner, push the first box through the grate twice, back towards the entrance, and we can go behind and search the safe (1/5) (400 fiber) .
In the room ahead, hack the panel on the stream to open the hatch in the ceiling. To get to the top, solve the puzzle: 1) Walk along the right wall, push the double crate through the grate at the dead end, and into the center. 2) Stand on the bottom crate, and push the top crate back toward the grate. 3) Go to the right wall, and push the crate to the left. 4) Go to the right corner of the room, and from there, push the corner crate into the center. Climb onto this crate and into the hatch in the ceiling.
There’s a data fragment in a crate on the top floor, and a modular printer with weapons against the wall. In the corner behind you is a hacking node and a weapon. Ahead, beyond the yellow field, you’ll fight three robots. A new robot will appear, throwing up a red shield. Fire at it from the side.
| Secret. After winning, move the first crate along the right wall, behind the bars, to the left. Go to the far end of the room and move the second crate to the left. Behind this crate, go down the stairs, jump over the first crate on the right, and grab the components behind it .
Go to the far left corner, behind the crate. There, push the second crate to the right several times. Push the third crate from the corner; it will move far toward the stairs. Climb the stairs, stand on the cube, and jump from it to the blue ledge. Search the safe at the top (2/5) (Cube token) . Go left along the top into the corner and grab the components . Near the initial hatch in the floor, look up and move the cube toward the room. Climb the ladder and cube again onto the blue ledge. Here, jump into the recess, move the crate aside, and behind it, near the window, open the blue chest to find the upgrade: More Nodes (1/1) . Jump into another recess and grab the components . |
200 m. Go through the door at the top and take the Pure Lunite (2/2) . On the table nearby is a note reading “ReRe: Rumors of Dr. Higgins .” Diana tells us that the doctor created the pragmata. Hack the panel nearby and open the gate ahead.
100 m. In zone 3, in the hallway, push the first crate back. Jump along the crate to the balcony, where there’s a safe (3/5) ( 4 components ). Push the crate forward twice, kill two robots, jump along the crate to the higher boxes, and search the left corner for a safe (4/5) ( 4 components ). In the hallway, destroy the shield robot and grab the components . In the room, climb onto the cube with the blue cornice and jump into the opening under the ceiling.
50 meters. We’ll arrive in a multi-story room. To the left is a broken bridge with a ladder, to the right is a manual elevator going down. We go down, along the right wall, behind the bars, we push the box forward. Climb over this box, behind it in a dead end are the components .
In the center of the room, near the right wall, there’s a cube on the second tier, push it closer to the wall. Go to the left corner and push two boxes at different heights to the right. This will create a ladder of three boxes on the right. (If something goes wrong, go to the right wall behind the grate and push the boxes back to the left wall.)
Climb the ladder of boxes; at the top is a safe (5/5) (300 Fiber) . Grab the components by the cliff to the right . Look up at the ceiling here; you’ll find a Minicube (2/3) on the crane arm . Head back to the safe, then fly to the other corner to grab more components . Here, push the box to the left; it will land near the broken bridge.
We go up the manual elevator and jump from the bridge onto a new crate. Before the next elevator, first go forward to the right and grab the training data (1/1) . We go up the second manual elevator; there’s an emergency hatch at the top (17) .
4.4. Exit from the warehouse
Objective: Get across using the drilling rig
From the warehouse, we’ll exit onto a square platform. We’ll hack the panel ahead, and the entire platform will slide upward at an angle. A large saw will be activated from below. Two fast robots will land on our platform, followed by a raider. We’ll arrive at the next door, behind which is an emergency hatch (18) .
4.5. Mines – control panel
Objective: Go to the main tower
We leave the room and exit onto the sandy ground. Ahead, by the cliff, we grab the components . At the edge of the cliff, we examine the crater ( conversation ). Jump down a little to the right, grab the components on the lower slope , and climb back up. At the top, climb onto the crate with the cylinders, climb over the wall, and inside, grab the “Tent” Emergency Support Equipment (1/1) .
We approach the building with windows and climb up the containers onto the roof. To the left, behind the bars, we push the crate. We go through the doorway and inside, we push the crate to the left. Under the crate, we jump into the pit. On the ground floor, by the window, there’s a safe (1/4) (400 Fiber), modified with Vigilance (1/2) . We hack the door and exit.
Objective: Pass through the ruins
We enter the round door. There’s a note on the table in the room that says “Cause of the Incident .” There’s a resource box in the room to the left. Two spiderbots will attack on the right.
Behind the door, you’ll see purple slime on the floor—necrofiber. If you step on it, your suit will gradually lose durability, making it impossible for Diana to hack. Jump over the purple spots and onto the blue ledge in the left room.
Upstairs, we’ll be attacked by a Necrofiber-infected Walker. While hacking, he has purple cells that are significantly slower to move through. Jump onto the broken floor on the right and grab the components around the corner . Return and move forward. The left room has a “Work Schedule” entry . Ahead, down below, there’s a drop-off point containing a crate, a data fragment, and a red growth. At the top, jump to the “Area 3” door.
Inside the area, on the tables, there is a holographic recording and a key to the red airlock . Further to the right is an emergency hatch (19) .
4.6. Logistics Control Center
Objective: Infiltrate the main tower
We exit through the airlock. This is the Main Quarry. An AI will appear in front of us and forbid us from entering the tower. Around the corner on the left, hack the panel, and a container will fall to the ground. Go right, jump along the container to the platform on the right, climb higher, and loot the safe (2/4) for 300 Fiber .
Jump down and destroy the big-headed robots. A huge worm lives in the center. Take the components from the left wall . Further in the corner are more components . Destroy the blue growths on the right wall; behind them are components and a safe (3/4) (Cube token) .
There are sliding cubes along the left wall. In the far right corner, slide the cube up. Push the left and right boxes closer to the wall. Push the center box to the left and climb up it. From the upper boxes, jump along the two sliding platforms and destroy the robot. Inside the chest here is a modification: Synaptic Response (2/2) .
From the clearing below, head up the stairs to the right ahead. Kill the robots and destroy the growth. Grab a weapon from the printer. Enter the guarded area beyond the yellow force field and defeat waves of enemies. After defeating them, grab the Pure Lunite (1/1) . Hack the panel above, and a container will fall onto the area. You can then use the container to exit the area.
| Red Zone: Main Quarry . In the clearing ahead, there’s a red door below; unlock it with the key. Destroy waves of enemies. Reward: Pure Lunite (1/1) , upgrade: Economy (2/2) . Exit. |
Having collected everything, we jump across the clearing, over the island and container, and enter the round airlock door. Inside, we take the training data . Below, we activate the emergency hatch (20) .
4.7. Tower access gateway
Objective: Go to the central processor
Enter the round room where the floor is destroyed. To the right, behind the container, grab the components . Jump over the pit and examine the safe (1/2) by the far wall (Cube Token) . Examine the walls above; on one of the panels above is a Minicube (3/3) .
Jump down to the floor below. There’s a data fragment in the crate, and a holographic wall nearby hides a safe (2/2) (500 fiber) and a recording titled “Tree Growing .” We go through the breach in the wall and follow the tunnel dug by the huge worm robot. In the large cave, we destroy the growth. We exit into a room containing a regular robot and an invisible one. Beyond the door is a circular hall. Jump down and grab the components from the balcony .
We go through the tunnel, kill the Walker, and grab the components in the dead end on the right . A Lunokop worm will appear along the way and crawl towards us. Quickly run back and hide in any side depression. Then run forward. In the large cave, form a circle and examine the lunite deposits ( conversation ).
We arrive in a large room. Below the stairs is a holographic recording , and on the stand is a note reading “Moon Dig Sensor Setup .” To the right is an emergency hatch (21) . We exit through the airlock onto a sandy area.
4.8. Central processor
Objective: Defeat Mooncop
Boss: Moondigger . Stand on one of the towers, hack the worm robot, and shoot it in the mouth. The boss will gradually destroy all three steel towers. You’ll have to run across the sand, constantly dodging the worm, its laser, and the missiles it launches. Place copies of yourself to distract the boss.
Once we’ve knocked the enemy down to half its health, it will start releasing low-flying drones. Hack the drones quickly and aim them at the boss. After defeating him, take 1000 Fiber and the Vault 4 Access Key .
Objective: Go to the central processor
The door ahead will open again, let’s go there. We’ll walk along the catwalks, avoiding the purple goo. When we get close to the processor, the AI will activate its final defense—electromagnets. We’ll be pulled to the floor, unable to move. This didn’t affect Diana; she was able to approach and hack the AI.
IDUS rebooted and, for some reason, transferred all access rights to Eight, initiating the necrofilament download to the central port. It turns out Eight was infected with necrofilament and tricked us into eliminating the AI that was interfering with her. Eight will come here, fire necrofilament spears at us, injuring us and Diana. We’ll hide from her, but she’ll collapse the bridge beneath us, and we’ll fall below.
Objective: Go to the Pragmatics Lab
Let’s return to the shelter. Other sectors are temporarily unavailable. To heal Diana, Kubik will send us to a special capsule. Go through the left door and board the capsule.
05.
Pragmata Pragmatics Lab. Endings
Objective: Rescue Diana
In the new sector, we proceed down the empty corridor. In the room, we’ll place Diana in the healing device. Her arm and leg will heal, but there are still some infected areas. To continue the treatment, we need to connect another reactor. Diana will ask to come with us.
Objective: Obtain the power reactor
In the lab room, collect four crates. Head into the hallway and up the stairs. Along the way, a Walker robot will attack. Due to a malfunction with Diana, purple nodes will now appear during any hack, slowing down the hack and reducing the hack meter.
Enter the hall with the stairs; there are two robots here. At the top is a corridor with necrofilament; jump over it, but you’ll still hit it. After that, kill the robot. In the next corridor are two turrets.
Along the way, you’ll see a holographic recording about the creation of the pragmata. In the darkened hall, follow the right wall and see a recording near the taxi . In the center of the hall, hack the panel and descend on the circular elevator.
We fight robots downstairs. In the corridor, we jump over the goo and destroy the large robot. There’s another battle in the room: 1 large robot, 1 crawler. We take the square elevator up.
Upstairs, in the corner of the hallway, there’s a recording reading “Higgins Lab: Restricted Access .” In the next room, we examine the view outside the window ( conversation ). In the hall, we climb the stairs with the gaps. Upstairs, in the room with the screens, there’s a holographic recording called “Eight .” On the table is a recording called “Experimental Android: Pragmata .” From all the recordings, we learn that the doctor had a seriously ill daughter, Daisy, and he created a pragmata based on her appearance.
We hack the panel to open the door with the lasers. Then we destroy the growth and hack another panel. In the living room, we read the entry “Communication Problems” and on the bed, the entry “Exclusion/Registration of Pragmata . ”
We destroy the growth behind the laser door and hack the panel on the left ahead. You’ll see a recording in the hallway . We go left toward the lasers, look at the ceiling, and hack the panel. In the next lab, on the table is a recording “DI-0336-7: Shutdown Recording .” We learn that Diana was the 7th model, and she had emotions added to her.
In the next room, we’ll find an energy reactor and take it with us. Robots will attack from nearby installations: 4 linemen, 1 spearman. Once we defeat them, Diana will weaken and fall. Pick her up. Take the shortcut back to the medical bay. You’ll see a recording about the Model Eight .
Objective: Protect Diana
In the large hall, we’ll continue healing Diana. We’ll see all of the girl’s memories on the screens. While Diana is in the capsule, a large robot with two blades will attack us through the window; it’s infected with necrofiber.
Boss: Sentry . Without hacking, we’ll deal minimal damage. Until we defeat the boss, we just need to stall for time and dodge all his swift attacks. It’s best to use copies, slows, and shields.
In a couple of minutes, the boss will grab us and decide to finish us off. By this point, Diana will have emerged from the capsule and initiated the deletion protocol. This will stop the robot, and the necrofilament will disappear from it. The deletion protocol is an upgrade to the overload protocol and allows you to destroy the red growths.
Objective: Return to the shelter
On the way back, we destroy the red crystals. They can’t be targeted, so we have to attack them manually. We destroy the growth near the capsule.
Goal: Get along the track to the Center. port
The shelter will reach level 4 and all upgrades will be unlocked.
| New training sessions are available in the shelter:
15. King of the Hill. Reach the designated area within 90 seconds. 16. Open and Finish. Defeat enemies with weapons within 120 seconds. 17. Attack indiscriminately. Defeat all enemies within 100 seconds. 18. Panic Attack: Reach the designated area within 60 seconds. 19. Catch Me If You Can. Defeat all enemies within 130 seconds. 20. Breakout Plan (Expert): Defeat enemies using weapons. 21. Under a hail of bullets. Defeat enemies with weapons. 22. Dodge at Max. Reach the target area within 50 seconds. 23. Lots of bypassers. Defeat all enemies. Reach the zone in 50 seconds. 24. Locksmith (Expert). Reach the zone within 90 seconds. |
| Secrets behind the red growths:
2.4. Offices . Exit the room through the narrow doors and jump down the bridge into the alley. On the wall ahead, take the manual elevator up and destroy the two red growths. Behind them are two safes (4/5, 5/5) (1000 Fiber, Cube Token) .
3.3. Ecomodeling Lab . From the hatch, descend to the clearing and head to the round platform with the tree where we got the second chip. On the bridge, jump over the broken railing. Down in the tunnel, punch the red growths; behind them is a safe (5/5) (Cube token) . Turn around near the safe, hack the panel on the wall above, and lower the platform. Step onto the platform, hack it again, and head up. Take the manual elevator up to find Pure Lunite (3/3) at the top . 3.7. Plant Growing Lab . Head to the place where you fought the boss; we can activate the emergency hatch .
4.1. Mines – Platform . Descend through several platforms. Where a huge worm is crawling, jump down to the right and destroy the red growths. Inside, go through the rooms. You’ll see chests outside the window, but the door is locked. Jump into the pit and slowly fall past the lasers. At the bottom, kill the robots and loot the safe (2/3) (500 Fiber) . Hack the panel on the wall, and the platform will extend. Climb up, destroy the turrets, and jump over the moving lasers. At the very top, climb into the room behind the glass, take the safe (3/3) (2000 Fiber) and the memory expansion (1/1) . 4.3. Mines – Control Panel . Exit through the airlock, across the clearing, and into the next airlock. In the building, kill two spiders and follow them up to the next floor. Ahead, drop into a large room. In the hallway, smash the red growths to find a safe (4/4) (800 Fiber) . |
06. Pragmata Central Port
. Endings
6.1. Central port – platform
Objective: Go to Eight
Objective: Reach the core of the Central Port
According to the map, we’ll return to the center, to the spaceport from the prologue. Go through the door on the left and destroy the growths. Kill the three guards on the platform and destroy the growths on the side.
We enter the square platform, hack the panel, and ride the cargo platform along the rails. From a distance, we’ll see Eight collecting all the necrofiber here to send it to Earth. Along the way, robots will jump onto our platform twice; we destroy them.
We arrive at the station and look at the stand with the inscription “About cargo and return to Earth .” On the right is the emergency hatch (22) .
6.2. Cargo terminal
(1 mod, 1 NZI)
Leave the station and head right. Go down the stairs and see an infected robot at the bottom. We can use “cleanse” on the robots to remove any purple cells during the hack.
Enter the door near the stairs below, kill the invisible robot, and take the Hidden Potential (1/1) modification from the chest . Look at the ceiling near the cargo terminal and shoot the Minicube (1/3) . Go to the middle section of the stairs, jump onto the debris on the side, and grab the components . Ahead, jump onto the floor fragment and grab the components .
We hack the panel on the wall nearby, and platforms will extend on the platform behind us. Return to the top of the stairs, jump onto the raised platform, and drop into the tunnel to the side of the stairs. We’ll reach the room outside the window and grab the “Beach Umbrella” NZG (1/1) . Kill the large robot.
Ahead, jump across the broken floor and onto the platform. On the other side of the room, grab the components by the wall . On the right, pass through the yellow force field. In the guarded area, kill the waves of robots. At the end, an infected, big-headed robot will attack.
We enter the circular airlock. In the new hall, near the large window, we’ll see a holographic recording of Eight. Nearby is a recording reading “Dangerous Discovery?” We descend the two staircases and grab the components around the corner on the left. On the right, we board the large elevator. Exit the platform at the bottom and grab the components just below on the right . Activate the emergency hatch (23) .
6.3. Research Sector – Gateway
(2 safes, 1 training data)
Go to the room on the left, take the red airlock key, and the training data (1/1) . Read the note on the stand : “Access Registration Notification . ”
We exit through the doors onto the collapsed bridge. Black growths will appear directly in front of us; they can’t be destroyed. Jump onto the containers on the left, jump across them, and destroy the turret. On one island is a safe (1/2) (Cube token) . Go up to the right and grab the components on the platform .
Ahead, near the doors, we destroy the infected robots. At the end, a new enemy, the Anomaly, will appear, with tentacles made of necrofilament. We clear it and shoot the yellow crystals to sever the tentacle.
After defeating him, descend the stairs and search the safe (2/2) under the landing (500 Fiber) . Head back up. Go through the doorway and activate the emergency hatch (24) in the building .
6.4. Research sector – lobby
(2 safes, 3 pure lunite, 2 mods, 1 NZI)
From the hatch, go left and up the stairs. In the room with the lasers, read the entry “Cradle Logistics Network .” Go left down the narrow corridor, killing the infected. Look through the far laser door into the room, hack the panel, and disable the lasers.
Behind the door, we hack another entrance. On the balcony outside the window, we search the safe (1/2) (Cube Token) . Turn around and shoot the Minicube (2/3) above the entrance. Exit through the narrow doors, look up at the ceiling above the entrance near the nearby lasers, and hack the panel. Behind the deactivated lasers, we take the modification: Heat Transfer (1/2) . Return.
From the emergency hatch, take the right staircase. In the corridor outside the window, jump over the moving lasers and grab the components . Around the corner, there’s a red door to the side.
| Red Zone: Regolith Lab . Inside, take the elevator down and defeat the flying enemies on the square platform below. Reward: 2 Pure Lunite (1/3, 2/3) . Return. |
Goal: Get rid of necrofiber
From the red door, continue down the corridor. In the new room, jump to the bottom and kill the robots. Under the starting balcony, open the holographic wall; behind it are the components , the “Water Pistol” NZG (1/1) , and the “Important Notice” recording .
In the next opening under the balcony, we destroy the red growth and hack the panel behind it, which will disable the lasers. Ahead, we jump across the broken platform. There are more red crystals under the door ahead below; break them. In the basement, kill the robots and pick up the Cursed (2/2) modification . At the top, we enter the doors.
There’s a safe (2/2) ( 6 components ) at the corner of the corridor ahead . You’ll see a recording by the large window . Secure the area behind the door, and inside, kill waves of enemies. Then, go through door A2 and grab the Pure Lunite (3/3) at the bottom . Destroy the large red growth, which will open a window.
Objective: Go to the orbital elevator
We climb the stairs, exit at the top, and go down the corridor outside the window. We cross the glass bridge above the laboratory. Ahead, we descend and activate the emergency hatch (25) .
6.5. Communication Center
(4 safes, 3 pure lunite, 1 memory, 1 NZI, 1 training)
Objective: Unlock the door via terminals (2)
There is a gate ahead, locked with 2 digital locks.
| Red Zone: Moonfiber Lab . Inside, defeat enemies, collect the “Confusion” and “Mass Hack” hack nodes, and pit enemies against each other. Collect Pure Lunite (1/3) and Memory Expansion (1/1) . |
We enter the doors near the hatch and are locked inside with enemies. There are two conveyor belts in the room; the enemies on them can be destroyed by hacking the panel.
In the next room, you’ll see a holographic recording of how people died. Climb the stairs and grab the components at the top . In the pit ahead, smash the growth, jump down to the floor below, and in the room outside the window, search two safes (1/4, 2/4) for a Cube Token and 700 Fiber .
We return to the top, go around the pit, and go up the stairs. In the small room on the left, we read the entry “Delphi Confidential .” In the room on the right, inclined lasers are blocking our progress; jump over them. Kill several enemies here. After defeating them, approach the window and hack the first terminal on the left .
We return to the hatch and go through the door opposite. The room has a destroyed floor and turret enemies. The door ahead is locked with 5 locks, but all the terminals are nearby. We destroy the growth on the right wall and hack Terminal 05 behind it. Turn around and see Terminal 01 in the breach in the wall behind us . Jump to the left wall and destroy the red growth. Behind it is a safe (3/4) (500 Fiber) . Right next to the door, on the right, is Terminal 04. Turn around and see Terminal 03 on the wall behind us . We examine the walls near the ceiling and find Terminal 02 .
Grab the “Sand Castle” NZG (1/1) behind the open door . Climb the ladders; behind the door, guard the area where you need to kill waves of enemies. After defeating them, hack the second terminal . Grab the Pure Lunite (2/3) from the chest near the window . Exit through the narrow door and grab the Training Data (1/1) on the balcony . Jump down and head back to the hatch.
Objective: Defeat the Sentry
Boss: Sentry . From the hatch, proceed forward, through the gate with two locks. Enter the round room, where a large robot with two blades will attack. Use Purify on it to remove the necrofilament. The boss attacks quickly up close, and fires lasers or missiles from afar. It’s best to constantly slow it down or distract it.
When we’re almost halfway through the boss’s fight, he’ll occasionally pull us toward him and then blast us with a flash. We need to constantly dash back to avoid getting caught.
We go through the door and read the note “Dr. Higgins’s Office Hours” on the stand . Next to it, take the Pure Lunite (3/3) and the components . Look at the window on the right ( conversation ). Read two notes on the table . When we climb higher, we’ll see a note in the room . We walk around the window and take the note “My Dear Daisy” and the components . We leave and go up to the top of the stairs.
On the top floor, you’ll see a recording of the doctor’s death. Go to the room on the left, read the entry “A Debt to Fulfill ,” then search the safe (4/4) ( 6 components ). From the hallway, go right and grab the components behind the growths . Go through the doors ahead and open the emergency hatch (26) .
| In the shelter we go through the final training:
25. Red Flashes (Expert) – Dodge lasers for 40 seconds. 26. Heat and Cold. Defeat all enemies within 100 seconds. 27. Circles. Reach the designated area in 60 seconds. 28. Chain Attack. Defeat enemies using weapons. 29. Collapse. Defeat all enemies within 150 seconds. 30. Fight to the finish. Reach the designated area. |
6.6. Laboratory – main entrance
(5 safes, 1 modification)
From the hatch, head right onto the balcony, jump over the gap, and loot the safe (1/5) (800 Fiber) . Here, look down through the gap; there’s a Minicube (3/3) hidden on the beam . On the other side, go down the stairs and grab the components . Return to the main path.
Ahead, jump onto the white platforms in the gap. Go left, jumping over the purple goo. Infected robots will attack in front of the door. In the corridor, destroy the red growths and kill the infected. Around the corner, dodge the missile salvos, jump across the platforms in a checkerboard pattern, and destroy the robot at the top.
| Secret. Behind us, at the corner of the checkerboard corridor, there’s a holographic wall above the white platform. Jump down to the floor below. Kill the invisible robot. Search the safe (2/5) for 800 fiber . Take the components from the other wall and the safe (3/5) for 10 components . Continue down the tunnel and read the message “Time to Say Goodbye.” Hack the panel ahead, climb a little higher, and return to the corridor. |
There’s a large, protected area ahead beyond the door. We’ll defeat three waves of enemies in it. Climb the stairs, and a tentacle robot will attack at the top.
After defeating him, head through the lower door on the side. Kill the enemies behind it, climbing the steps and avoiding the jammers. At the top, exit onto the balcony, jump to the adjacent balcony, and grab the components . Go left, jump across the balconies in the large hall, and grab the Adrenaline Rush (1/1) mod from the chest on the last balcony .
Beyond the top door, we’ll come to a broken inclined elevator. Go up the stairs to the left. On the landing, grab the components and safe (4/5) ( 6 components ). Climb another staircase to the right. Follow the inclined beam to the top. On the right, search the safe (5/5) (Cube Token) , and activate the emergency hatch ahead (27/27) .
6.7. Entrance to the orbital elevator
Objective: Stop the Eight
Boss: Idea (Eight) . Catch up with Eight on the upper platform. She’ll gather all the necrofilament around herself and transform into a tentacle robot. Dash out of the red zones to avoid the purple goo. Use Purify, hack, and shoot the purple top.
When we’re almost halfway there, the boss will grab us with his goo. We need to quickly hack it, dodging the red cells. We continue the fight, clearing and destroying the tentacles again.
When we win, all the necrofilament around Eight will crumble to ash. Eight will also disintegrate into moonfilament. Diana and I will board the cargo elevator. But we won’t make it to the ship in time. A huge necrofilament creature will burst from the ground. We’ll board the shuttle with the cannon and fly off to battle.
Boss: Abioz . Hack the robot and avoid the triangle obstacles. Then fire a powerful laser at the marked tentacle. The monster will grab you for the third time, so hack it quickly and shoot. After that, shoot again and perform the final hack. When the monster overtakes you, shoot its mouth.
At the top of the tower, we’re walking down a broken corridor. Our large ship is destroyed. We’ll feel sick from the necrofiber wound. On the left, we’ll find a cargo shuttle and put Diana in it. Outside, we’ll push the shuttle onto the launch pad and launch it back to Earth. We’ll remain in lunar orbit. Credits. After the credits, we’ll see Diana’s shuttle land on the shore of a tropical island. At the end, Diana will say, “I’m ready.”
We can start a “New Game +” to play through the story again with increased stats. Or we can start the new “Unidentified Signal” mode. After completing it once, the following will unlock:
– Costumes: Astroclassic type B, Pink soda.
– Pneumatic hammer weapon.
– Sleepwalking difficulty (extreme). You need to start the game over.
– “Unidentified signal” mode (new tests).
Pragmata’s “Unidentified Signal” mode
. Endings
Secret Platform
Objective: Go to the Secret Room
Objective: Complete all missions in the simulators
At the hideout, Kubik will tell you that the “Secret Room” sector has opened on the map. Head there. You’ll meet a large Kubik, surrounded by training simulators arranged in a circle. To access each one, you must complete the requirements (collect all the secrets, defeat enhanced versions of the bosses). There are 10 challenges in total:
Condition: Complete the game
a (alpha) . “Armor Penetration”. Reach the designated area. (Use the pneumatic hammer). Proceed through several floors. There’s some pure lunite along the way . Reward: Modification: Charging Hack, Cube Token , Vault 5 Access Key .
Requirement: Defeat the enhanced Sector Guardian at the Power Plant
(beta) . “Jump-Jump.” Complete the simulation and reach the designated point. Climb the islands, hacking panels and dodging lasers along the way. Kill robots on the large platforms. There’s a safe along the way (1500 Fiber) . Reward: Pure Lunite , Cube Token .
Requirement: Clear the Solar Power Plant to 100%
y (gamma) . Everything at once. Use the recycler. Hack the panel, search the safe (2000 fiber) . Destroy the robots. Climb the islands, ride the platform, dodge the lasers. There are more enemies in the arena. Reward: Cube token, modification: Slow .
Requirement: Defeat the enhanced Creator in the Mass Printing Sector
B (Delta) . “Full speed ahead!” Reach the designated point, avoiding the recycling facility. You need to climb up the islands, and along the way there are powerful recycling lasers; run under them in time. On the side island, against the wall, there’s pure lunite . Above, you need to hack five terminals while riding the platform. There’s a safe at the top (2000 Fiber) . Ride even higher on the platform, disabling the lasers above you in time. Reward: Cube token, Lucky modification .
Requirement: Clear the Mass Printing Sector to 100%
E (epsilon) . “Battle Tower.” Defeat all enemies. From the platform, shoot at the flying robots. Cross the islands to the next platform. At the end, there’s a boss with two blades. Reward: Generosity modification, Cube token .
Requirement: Defeat the enhanced Gardener in the Greenhouse
s (zeta) . “Container Climbing.” Rearrange the floating containers and reach the indicated point. Jump down under the cubes, hack the panel from the bottom up. Push all the remaining cubes to the sides. There’s a Pure Lunite on the left island .
Jump across the cubes to the next platform ahead. Destroy the robots. Push all the accessible cubes and jump up the resulting ladder. Kill the turret above and grab the safe (1500 Fiber) . Push the boxes further up, to the island above. Reward: Pure Lunite , Cube Token .
Objective: Clear the Greenhouse to 100%
n (this one) . “The Floating Conveyor.” Defeat the enemies on the moving platforms. Destroy the turrets at the entrance. Destroy the bomb robot behind. Ahead, jump across the islands, past the lasers. There are more turrets at the top. There’s a safe (fiber) on one of the towers . Reward: Pure Lunite , 2500 Fiber, Cube Token .
Requirement: Clear the Lunite Mines to 100%
o (theta) . “Weightlessness.” Go through the low-gravity zone and reach the designated point. Jump across long gaps, kill the infected tentacled robots.
We go up the manual elevator. There’s some Pure Lunite up on the side . Hack five panels to unlock the gate. Jump over the lasers and grab a safe (1500 Fiber) in the recess of the island . Climb higher past the lasers. There’s a safe (1500 Fiber) on the way . As we slowly fall, hack the panels. One panel is hidden inside the island; you need to fly through a narrow opening. Reward: Hacker Attack modification, Cube token .
Requirement: Defeat the enhanced Moondigger in the Moonite Mines
i (iota) . “Moondigger’s Mine.” Avoid the Moondigger’s attacks and reach the designated area. You need to hack five terminals. On the islands below, remove the growths and hack the terminals. Behind one growth, in a recessed wall, is a safe (2000 Fiber) . Reward behind five locks: Pure Lunite , Cube Token .
Requirement: Clear the Central Port to 100%
K (Kappa) . “The Final Trial.” Defeat all enemies. In the arena, destroy the small robots and the large Sentinel. The arena will rise higher, killing more enemy units. Kill two Dual-Blade Sentinels. Reward: Cube Token .
Reward for all trials
Once we complete all 10 challenges, we’ll receive a reward behind glass:
– Lunar Cannon module (attacks with the lunar fiber resource),
– Hugh’s “Obsidian” suit, Diana’s “Black Neon” suit,
– modification: Black box (cures necrofiber),
– entry “To users of the Kubik 1.0 database” .
Secret ending
We head back to the final boss. We fight an upgraded version of Eight. We destroy a massive monster in the orbital elevator. The ending is the same: Diana flies to Earth, and Hugh remains on the Moon. But during the credits, we see black-and-white images. After the credits, the same scene: Diana ends up on Earth. But later, we see that Hugh survived and returned to Cube’s hideout. The end.



