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PRAGMATA POSTGAME: UNKNOWN SIGNAL, 1/2

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PRAGMATA POSTGAME: UNKNOWN SIGNAL, 1/2 Postgame areas, equipment, bosses, and optional-ending requirements are spoiled here. I’m keeping the actual ending discussion in its own thread. If you finished the story and still want more out of the game, this is the next thing I would do before starting a new playthrough. Choose Unknown Signal from the title screen and use your completed save. That takes you back before the final fight with the postgame activities available. Visit the Shelter, follow Cabin’s new message, and take the tram to the Hidden Chamber. There are ten missions. Getting a pod unlocked and actually clearing its room are separate steps. The main work outside the chamber is finishing the sector item counters and beating the enhanced bosses in their old arenas. Here is the unlock checklist by the pod’s letter: • Alpha: available when you reach the Hidden Chamber. • Beta: enhanced SectorGuard defeated. • Gamma: Solar Power Plant at 100%. • Delta: enhanced Creator defeated. • Epsilon: Mass Production Array at 100%. • Zeta: enhanced Garden Keeper defeated. • Eta: Terra Dome at 100%. • Theta: enhanced LunaDigger defeated. • Iota: Lunum Mines at 100%. • Kappa: Central Port at 100%. Check the requirement displayed on your locked pod, then do that job. For the actual rooms, I’m using their names below so you can find the section you need without guessing from the symbol. Do the first clear early. Alpha gives you the level-five Shelter license and Sympathetic Hacking. Go back and use the upgrade access before turning the rest of the postgame into a harder grind than it needs to be. My suggested order is one sector at a time: finish its missing items, handle its enhanced boss, return to the chamber, and clear the newly available rooms. You do not need to complete everything outside first and then face ten unfamiliar rooms back-to-back. For the enhanced bosses, use the control tools you already understand. Keep a safe opening for a hack, expose the enemy, then spend your stronger ammunition. If the fight goes badly, work out whether you were running out of ammo, failing hacks, or getting hit while trying to charge. Change the part that failed instead of replacing your whole setup at once. THE TEN ROOMS 1. ARMOR BREAK Deal with the jammers before trying to settle into your hacking rhythm. Use the Jackhammer and its prompted follow-up, then move through the successive combat rooms. Against the Anomaly, use Cleansing before committing to close damage. Collect the rewards at the goal and take that Shelter license home. Do not rush past pickups just because the opening fights are manageable. This is a good place to learn the weapon timing without adding a speed target that the room never asked for. 2. JUMP, JUMP, JUMP This is the climbing and moving-platform course. Watch the laser cycle before each crossing and keep enough thrust for the landing. When enemies are shooting into your route, clear the awkward firing angle before attempting a jump that leaves no room to recover. You are allowed to take a moment on safe ground. Get through the section cleanly, then set up the next jump. Trying to carry one uninterrupted sprint all the way up mostly makes a missed landing more expensive. 3. ROUND-UP Use the Recyclers to thin the groups. Check the active lane before triggering one, gather enemies in it, then deal with survivors normally. Drone Hive helps track the Creepers. Do not spend the trap while the enemies you wanted to catch are still standing outside it. Think about the route out before drawing the crowd in. The useful position is one where you can see the activation panel and get yourself clear of the beam. 4. JUST GO FOR IT! The Recyclers are now obstacles. Wait for a safe crossing, clear the terminal locks, and advance through the moving-platform sections. Before starting a hack, make sure the platform’s movement will leave the panel visible long enough to finish it. If a crossing fails, pay attention to which part failed: starting too early, overshooting the landing, or losing the panel halfway through the hack. Those need different fixes. 5. BATTLE NEXUS This is a series of combat waves ending with a Sentinel. The arena changes between fights, so move toward stable central ground as a wave ends. Use the new pickups instead of treating your starting ammunition as the entire supply. Before finishing the last enemy in a wave, check your position and equipment. A few seconds spent being ready for the next fight are better than arriving on the wrong edge with an empty weapon. Next: the container puzzle, moving-platform hunt, low-gravity switches, Digger’s Pit, final test, and what to do after the vault opens.

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