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Pragmata Walkthrough Part 3 – Terra Dome

pragmata walkthrough

Welcome to the third part of our walkthrough for Pragmata.

As Hugh and Diana come across a mysterious call for help from someone once called Eight, they decide to head to Terra Dome and lend a hand.

Note
This is part of our Pragmata Complete Walkthrough Hub. Be sure to check it out for the other parts.

For more information about the game, check out their official website here.



Terra Dome Platform

pragmata walkthrough

After arriving at the Terra Dome Platform, head out through the door. Turn left to spot a bridge.

Use the trees to reach the bridge and follow it all the way to the end.

pragmata walkthrough

This is where you fight a Lancer for the first time. These are agile, full-sized Bots that can deal a lot of damage if you’re not careful. Take down the Bot and head through the door behind it.

This will take you inside the facility. Abnormal plant growth has done a number on the facility.

pragmata walkthrough

Keep moving forward, and you’ll reach a panel. Use it to reboot the Lim Regulators.

This will trigger a short cutscene as the tree trunk on the left disappears.

pragmata walkthrough

Continue along the path to find the first Escape Hatch on your left. We don’t have to go back to the Shelter just yet.

So turn right and head through the broken part of the glass toward the elevator. This will trigger another cutscene as Eight tells you to reboot two Lim Regulators in different areas to remove the overgrowth.

Rebooting the Plant Factory Lim Regulator

pragmata walkthrough

After the cutscene, look around to spot a door leading to the Plant Factory. Head through the door.

As you head past the yellow security barrier, you’ll get ambushed by a group of enemies. Once they’re down, use the elevator at the corner to go up.

pragmata walkthrough

Continue along the passage until you spot a map printed on a wall. As you can see, you’ll have to head through either Area A (left path) or B (right path) to progress through the zone. Each area has its own set of enemies. You can see beforehand the enemies you’ll have to fight by reading the board on each path.

pragmata walkthrough

We went with Area B for the first room to fight two Watchers and two Impeders.

pragmata walkthrough

For the section part, we went with Area A and fought a Spider and an Impeder.

pragmata walkthrough

After the two combat rooms, you’ll have to decide on a third one, but only if you have a Red Gate Key. Otherwise, you can simply drop through the hole on the right. We ended up going through the Red Zone since we had an additional from Cabin’s Stamp Club.

pragmata walkthrough

After defeating two Lancers and a Spider, keep moving forward. You’ll end up in a large chamber where you have to fight through one final gauntlet. This time, you’ll face a new Bot called the Bomber.

pragmata walkthrough

There is a bunch of stuff that you can pick up in the next room. The small side room contains a Mod chip and a Training Data. The glass display on the right with the deer will let you have a conversation event with Diana. When you’re ready, use the lift at the end of the room to head up.

After using the lift, continue forward to pick up the Pulse Carbine Primary Unit. This is an alternative weapon that you can use instead of the Grip Gun. It’s a fully automated rifle that can deal a lot of damage. Similar to the Grip Gun, its ammo will recharge on its own when you stop firing.

pragmata walkthrough

Keep moving along the passage through the door after picking up the new weapon until you reach a control panel. Interact with it to reboot the first Lim Regulator.

pragmata walkthrough

Drop down through the open window afterward to return to the Central Lift area and trigger a short cutscene.

Rebooting the Eco Modelling Lab Lim Regulator

pragmata walkthrough

As you drop down after rebooting the first Lim Regulator, you’ll notice a second accessible area nearby that leads to the Eco Modelling Lab. This is where you’ll find the second Lim Regulator.

pragmata walkthrough

Head down the stairs. You can have another conversation with Diana about the butterflies. Go through the door at the end of the passage.

pragmata walkthrough

This brings you to a relatively large area. There are two Walkers on the lower floor. Take them down and then head up the stairs.

pragmata walkthrough

You’ll see a half-printed tree past the broken staircase. There’s a panel on the right. But you can’t use it at the moment.

Jump to the platform on the left and use the stairs to head down to the lower area.

pragmata walkthrough

Turn left to spot a dirt path through the trees. Follow this path.

Take out the enemy and then interact with the panel near the tree to get a Gen Chip.

pragmata walkthrough

Return to the panel near the broken staircase when you’re done exploring. Interact with the panel to complete printing the lunafilament tree. Jump on the branch to get across.

Take out the enemy on the upper walkway. There’s a Holo-Wall on the right that you can check out. When you’re ready to move on, head through the door on the left.

pragmata walkthrough

This brings you to another large room. There are three panels up ahead, which means you need to find three Gen Chips.

Turn right and go forward to spot another Escape Hatch. Activate it and return to the Shelter if needed.

Where to find the Three Gen Chips

pragmata walkthrough

The first Gen Chip for this zone is located on the lower floor. Head down the stairs near the Escape Hatch to spot a Lancer standing near a tree. Take it down and then interact with the panel to pick up the Gen Chip.

Continue left along the path until you spot a second set of stairs leading to a different building. A Walker will ambush you from the left. Take it down and go up the stairs.

pragmata walkthrough

As you go up the stairs, you’ll pick up a new Tactical Unit: Sticky Bombs. Pick it up and keep moving up the stairs.

Continue forward once at the top, and you’ll spot the Gen Chip on a platform below a stair. As you approach it, you’ll get ambushed by a Crusher Mk-II. Take down the enemy and pick up the Gen Chip.

After collecting the second Gen Chip, head through the path behind the tree to reach the Terra Dome Entrance. You can pick up a Red Gate Key here, loot a chest for a Pure Lunum, and activate another Escape Hatch.

pragmata walkthrough

Go up the stairs near the Escape Hatch and continue moving along the passage. You’ll have to hack a door panel to enter a circular arena.

As you head into the arena, you’ll get ambushed by a bunch of enemies. To make matters worse, lightning will strike at certain parts of the arena periodically. You can bait the robots into the yellow danger area to stun them with the lightning.

pragmata walkthrough

Continue through the door on the other side of the arena. Drop into the arena below to trigger another gauntlet.

pragmata walkthrough

Leave the arena through the door on the right after defeating the enemies. You’ll find the Gen Chip on the right side of the room. Pick it up. Then exit through the nearby door.

pragmata walkthrough

Drop to the lower floor and hack the door to find yourself back near the area where you found the first Gen Chip.

Go up the stairs and return to the three panels. Use the Gen Chips to print all three trees. Jump across them to reach a door. Hack the panel and head inside.

NOTE: Make sure you return to the Shelter and heal up before heading past the trees if you’re low on resources.
pragmata walkthrough

Head through the yellow security barrier to enter the area where you’ll have to fight another SectorGuard. The fight is pretty much the same as the SectorGuard boss fight in the Solar Power Plant. The boss has the same attacks and weaknesses.

However, this time, it’ll be joined by two Lancers that will constantly chase you down. We suggest focusing on the Lancers first to make the fight more manageable. If you’ve unlocked it, the Confuse and Multihack hacking nodes are extremely useful for this fight.

pragmata walkthrough

After defeating the boss, head through the door near the stairs. There’s a chest inside containing a Pure Lunum.

Keep moving forward, and you’ll drop down to a room. Stand in the circular area and interact with the panel. This will unlock an additional weapon slot for both the Attack and Tactile Unit. Then head through the door.

pragmata walkthrough

Continue forward to spot the second Lim Regulator panel. Interact with it to reboot it.

Drop down to the Central Lift through the window. Interact with the panel to reach the top.

pragmata walkthrough

Activate the Escape Hatch to create another shortcut to the Shelter.

Head up the stairs behind you and follow the path. This will lead you straight to Eight.

Let the cutscene play out. Now you need to figure out a way to free her.

Soil Research

After the cutscene, return to the Escape Hatch. The door next to it that was locked earlier is now open. Head through to enter the Soil Research facility.

Head through a second door to reach a green area. Continue along the path until you spot a tunnel leading to an area filled with light.

Head toward it to trigger a cutscene as Hugh and Diana share a wholesome moment near the artificial beach.

When the cutscene ends, turn right and continue along the path. As you enter the next area, you’ll spot a locked door on the left. There are a total of four panels you need to hack to unlock it.

The first two are in the same area as the door. Take down the two Walkers roaming the zone and hack the panels.

Once that’s done, take the path directly across the locked door. It can be hard to spot at first.

Follow the path forward. The area is dark, but Hugh will turn the flashlight on. Continue forward till you reach a circular room. You can spot the third panel on the left.

However, don’t approach it just yet. There’s an invisible robot in the area called the Creeper. If you get too close, it can grab you. However, if you look closely, you can make out a ripple to let you see its position. Dodge away from its grab attack, and the Bot will reveal itself.

Take down the Creeper and hack the panel to deactivate the third lock. Turn right and continue forward. Pick up the new Photon Laser Attack Unit. Then get on the elevator and interact with the panel to head up.

There are some more enemies you’ll have to fight as soon as the elevator reaches the top.

Once the Bots are down, go toward them to spot a door on the right. Head through the door and go left. Take down the Bomber.

NOTE: There’s another Creeper guarding the safebox on the right. Proceed with caution.

The last panel is right behind the Bomber. Hack the panel to unlock the door from earlier.

Turn left and go across the broken staircase. You can jump down from here to return to the area before the beach.

As you walk back toward the now-unlocked door, you’ll get ambushed by a Creeper on the beach.

Take it down, return to the door, and head inside. You’ll find another Escape Hatch inside.

GeoScience Lab

Take the elevator next to the Escape Hatch to go to the upper level.

As soon as you reach the top, you’ll see a red pulse emitting outward from a device.

Jump over the pulse and hack the device to disable it. If you touch the red pulse, Diana‘s hacking abilities get disabled for a while. Once that’s done, hack the door on the right and head through.

Continue along the passage. You’ll spot a door on the right blocked off by trees.

There’s a Lim Regulator panel nearby in a small alcove. But it’s guarded by a Creeper. Take it down, then interact with the panel to reboot the Lim Regulator and remove the trees.

Head through the door and drop down. Take the bottom door to reach another room.

As you head inside, you’ll get ambushed by a Crusher Mk-II. There’s also a Jammer that you’ll have to take out if you want to use your hacks.

After the first wave, you’ll have to fight two Walkers and a Walker Mk-II.

Once the enemies are down, continue into the next room.

Go all the way to the right and hack the door next to the Unit Printer.

Head through the yellow barrier and drop to the chamber below to trigger another gauntlet.

This is a difficult fight. So make sure you’re prepared for the challenge.

Once the enemies are down, head through the open door. There’s a Safebox up ahead. Loot it for a Pure Lunum. Then head through the small door on the right.

Use the elevator in the next room to head down. There’s a locked gate right in front of you. On the left, you can see a Red Zone Gate.

Turn right, after getting off the elevator, to spot an Escape Hatch. Activate it and then head along the passage past the hatch.

You’ll spot a panel on the wall as you turn the corner. Hack it to deactivate the lock on the large door. Before heading inside, make sure you return to the Shelter and heal up. You’re about to head into a boss fight.

Go through the unlocked door when you’re ready and go down the stairs. Drop through the hole to trigger a cutscene.

How to Beat the Large Bot (Garden Keeper)

The Large Bot, aka the Garden Keeper, is the final boss of the Terra Dome. As you drop through the hole, IDUS summons the boss to prevent you from activating the Lim Regulator to free Eight.

While the boss doesn’t have as much variety in its attack patterns as the Gigantic Bot from the previous zone, it has a massive health pool and red danger nodes in the hacking matrix that make it difficult to expose its vulnerabilities quickly.

You’ll mostly want to keep a close eye on its tail. The boss will fling the tail around or can even stab you with it during the early stage of the fight. Dodge or jump away when that happens.

The Sticky Bombs Tactical Unit can be a great choice for this fight as it will reduce the size of the hacking matrix and get rid of the danger noders so that you can expose it quickly.

When the boss switches to firing lasers from its tail, dodge to the side as it travels towards you. During the first phase, it will only fire a single laser, which is pretty easy to dodge.

The boss can also plant mines in the arena that you must hack to disable. If you get close to them, they will explode, dealing massive damage. If you manage to hack the mines when the boss is standing in its range, you can stun it, giving you a solid opening to land some shots.

Once the Large Bot‘s health goes down below half, it will jump away and cling to the walls, out of your reach. During this time, it will fire lasers, missiles, and also plant mines in the arena. Dodge the lasers when they travel toward you and hack the mines and missiles.

You’ll mostly want to stick with using your Pulse Carbine for the fight. Other than that, the Shockwave Gun is a good choice when you stagger the boss and can get close enough. But avoid using the Photon Laser or the Charge Piercer as they take a while to fire.

After defeating the boss, you can pick up a Shelter License Key Level 3 along with some Lunafillaments. A cutscene will trigger after this, and you’ll end up back at the Shelter. Your next target is the Lunum Mines.


This concludes part 3 of our walkthrough for Pragmata. For more interesting articles related to indie games, check out the links below:

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