Sector 03: Terra Dome is the third major area you visit in Pragmada. Here, Hugh and Diana head to the Terra Dome Sector to try to locate a mysterious figure pleading for their help. This Terra Dome walkthrough and 100% completion guide takes you through each of the area’s Blocks while pointing out the collectibles you can gather along the way.
But first, let’s see what the Shelter Level 2 Key changed!
Shelter Level 2 – New Functions
With Sector 02: Mass Production Array cleared, you now gain access to the Shelter Level 2. As before, acquiring the Shelter Level Key has provided you with more functions for the Shelter.
Here’s what’s been added:
REM Replicator GammaNew printable items at the Unit PrinterHacking Modes are available to purchaseHacking Nodes: Confuse and FreezeAbilities such as Auto-hacking and Object ScanUpgrade limits expanded at the Firmware UpdaterTraining SimulationsHacking Modes in Pragmata
Starting with Shelter Level 2, you can now purchase Hacking Mode chips at the Unit Printer. These mode chips alter your hacking ability, changing how the OPEN nodes function.
Triggering the altered OPEN nodes adds unique bonuses to the hack, such as increasing damage with gunfire. The first mode chip available is the Offense Mode, which increases the damage of the next hack when you pass through nodes or fire at the vulnerable enemy.
You can equip a Mode Chip at the Tram Terminal Menu. Only one Mode Chip can be equipped at a time.
Training Simulations in Pragmata
You can now participate in Training Simulations, which offer challenges to complete for rewards. Speak with Cabin, who will give you the details.
Training Missions can be played either by speaking with Cabin and choosing the Training Simulations option, or by going to the Training Simulation machine in the Shelter.
Each Training Sim consists of challenges such as defeating enemies or getting to the goal within a specific time limit. Completing the simulation’s bonus challenges offers additional rewards.
Training Simulation rewards include:
LunafilamentUpgrade ComponentsCabin CoinsPure Lunum
The simulations are optional, but recommended if you wish to earn Cabin Coins to unlock things like outfits for Hugh and Diana.
Shelter 2 Abilities
Among the additions that come with Shelter Level 2 are new abilities for Hugh and Diana. These abilities are permanent, changing how combat and movement functions.
Abilities are powerful, and most require Pure Lunum to unlock. This is a rare resource, so choose well when deciding on your next ability!
Shelter Level 2 Abilities:
Auto-hackingConsume a small amount of hacking gauge to automatically hack a foeBot ScanPress the Scan button or key on a vulnerable enemy to highlight its weak pointsObject ScanPress the Scan button or key to highlight nearby collectibles and items (but not all!)EC ThrustersAllow you to regain your footing after getting hit by an enemyConsider: Object Scan for Collectibles
Among all the new abilities, you should consider purchasing the Object Scan right away. With the press of a button, it allows you to scan nearly all nearby collectibles, making it much easier to locate secrets. The ability is limited, however. It will not point out any hidden Mini Cabin Figures.
With that, let’s dive into the mission!
After equipping yourself, head to the Terra Dome to begin the mission. Once you arrive, Hugh and Diana set off to find this unknown person, Eight, and give her a hand.
All Terra Dome Entrance Items and Collectiblesx5 Safe Boxes
x1 Pure Lunum
x2 Mods
x1 Read Earth Memory
x1 Training Data
How to Locate Eight
After arriving at the Terra Dome, Hugh and Diana discuss where they can locate Eight. They… have no idea. Well, there’s no better way to begin a journey than by taking the first step, so let’s start there.
Leave the tram station via the doorway to a series of connected walkways. In the distance, the Terra Dome can be seen, choked by out-of-control greenery. Something clearly happened with the flora in this Sector, and it probably wasn’t fancy fertilizer.
Scanning creates a waypoint over a door below the vegetation mass. However, there are some collectibles and items scattered in the area if you’re willing to explore.
Upgrade Components 1 Location
The first Upgrade Component you can come across in Terra Dome is found just after you leave the tram. Ascend the ramp and stop where it levels off. To the right, you’ll see a handful of goods. The component is behind the stack of boxes.
Upgrade Components 2 Location
Ascend the ramp after the tram and look left. In the distance, you’ll spot another Upgrade Component.
Use the massive root to cross to the other walkway. Next, use the metal connector between the walkway and the elevated section.
Finally, jump and hover to the metal arm with the component.
Check the platforms nearby for storage containers.
Upgrade Components 3 Location
Follow the ramp that leads to the doorway, but stop when you reach the orange beam on the left. From there, look left to spot the next Upgrade Component next to a tram pod.
Watch out! A Walker is hiding behind the pod, ready to attack.
Terra Dome Entrance Safe Box 1
The first Safe Box you can locate in the Terra Dome Entrance is just before the door to the inside. Cross the root and go down the walkway until you’re nearly at the end. Stop at the orange beam and look left to spot a crate suspended in the air. There’s a Lunafilament pickup on top.
Cross over to the crate.
You should see the top of the Safe Box nestled on a rooftop under a tangle of branches.
Use your thrusters to reach the arm holding the tram, then use your thrusters to land on the blue objects.
Open the Safe Box for your reward of 400 lim.
Terra Dome Entrance Safe Box 1
When you’re ready, cross to the other walkway via the large root and make your way to the entrance.
But just as you arrive, a new enemy type appears: the Lancer.
How to Beat the Lancer
The Lancer is an aggressive, highly damaging droid that can attack at medium and close range.
Its most powerful move is a beam of light that can reach medium distances. Watch for it to pull its arm back and charge power. Dash out of the way before the attack, or you’ll lose a good chunk of health.
Hack the bot to make it vulnerable. Its weak point is its wide head.
Head inside the Terra Drome Entrance once the Lancer is scrap. Here, you can read a sign on the right with the information, “Facility Guide: Terra Dome.”
Continue to the next room and stop at the device near the end. Use it to clear the mass of tangled roots in the center of the room.
IDUS detected your meddling and stopped the device from removing the rest of the plant life, which means you’ll have to find another way.
Follow the path to an Escape Hatch. Use it to create a fast-travel point between the Terra Dome Entrance and the Shelter.
Look along the glass wall between the pathway and elevator room for a hole near the Escape Hatch. Head inside when you’re ready.
Eight returns in feline form! Her real self is trapped somewhere above, but to reach her, you’ll need to clear the room of roots to use the Central Lift.
To do so, you must reboot two lim regulators found inside the nearby areas: the Plant Factory and the Eco Modeling Lab. There’s one each, and you’re given the choice on which one to visit first.
It doesn’t matter which one you start with; however, the Eco Modeling Lab is part of its own Block. Both will need to be cleared for you to use the Central Lift, but you may want to begin with the Plant Factory.
Use these links to jump to the section you need:
How to Clear the Plant Factory
The Plant Factory consists of several yellow challenge rooms, the first of which is found just beyond the doorway. The upcoming fights can be difficult, so make sure you’re ready before stepping through the yellow barrier.
Initial Challenge Room
As you step into the first challenge room, you’re immediately assaulted by two Crushers and a Lancer. The area is small, giving you little room for maneuvering.
You should begin the fight with a Riot Blaster or Stasis Net equipped. Use it while the bots are grouped up to get a drop on them.
Destroy the enemies to complete the challenge room, clearing the path to the door. When you’re done, use the lift to reach the floor above.
Check the board near the elevator in the above room for the information, “WARNING: Cleanroom Usage.”
Challenge Room Area-1
Leave the lift and progress until you reach the point where the path separates. Now, things are getting a bit interesting. Area-1, where you’re at now, is split between room A and room B. You only need to clear one side to progress to Area-2.
The rooms each contain their own set of enemy encounters. You check the information boards next to their respective doorways to find out what awaits you.
Area-1A contains:
Walker MK-II x2Impeder x1
Area-1B contains:
Again, the choice on which path to take is completely up to you. Keep in mind that the Walker MK-II is like the original Walker, but colored red and far more dangerous.
Challenge Room Area-2
Clear the room and continue to Area-2. The path splits once more, this time giving you an option between Area-2A and Area-2B.
Near the split in the path is a Hacking Node, Confuse.
How to Use the Hacking Node: Confuse
Confuse allows you to create new allies on the fly! Passing through Confuse while hacking an enemy turns that bot to your side.
The confused foe fights its former allies for a short while, giving you a temporary ally.
It’s best used for tough enemies, such as the Lancer, but you can also confuse flying enemies, which cover you with long-range fire. Later, confusing a Reassembler bot gives you a friend that can heal your wounds.
As with before, you can get a glimpse of what each room contains by reading the information boards near the respective doorways.
Area-2A contains:
Area-2B contains:
Don’t go thinking that these challenges will be easier due to the lack of enemy numbers. Oh, no. Both rooms also feature lasers to dodge.
Warning: Do not go past the information boards until you’re ready to decide. Crossing the line to the room locks you out via a wall of laser beams. To add an extra wrinkle to the situation, you can also get an early bonus based on your choice:
Area-2A offers 100 lim:
Area-2B offers an Upgrade Component:
Which Room Should You Take: Area-2A or Area-2B?
The Area-2 challenges contain deadly lasers to avoid. But one room may be more challenging for you than the other. Area-2A’s laser is chest high, forcing you to jump to avoid damage as the beam sweeps the room in a circle.
Area-2B’s laser, however, is positioned above your head. You will only take damage if you get caught while jumping.
You also get different rewards after completing the rooms. Clearing a room will lock you out of one of the three Safe Boxes in the room beyond. You must return to the Block and re-take the other challenge for the third box.
Complete either challenge room and enter the next area, where you will immediately spot two Safe Boxes and a Red Zone.
Challenge Room Area-3
Area-3 contains two more challenge rooms. However, you may only have access to one at this time.
Area-3A is a Red Zone, which is inaccessible without a Red Zone Key. As a reminder, Red Zone Keys must be either found in a Sector or acquired via Cabin’s Stamp Club. If you don’t have a Red Key, you’ll have to opt for Area-3B.
Need some supplies? Look for two supply boxes opposite the information boards in Area-3.
Area-3A contains:
Area-3B contains:
Crusher x2Crusher MK-II x2
Again, both areas have high-powered lasers to avoid. Make your decision and continue to the challenge room.
How to Use the Unit Printer
On occasion, you’ll run across a Unit Printer, which you can use if you need to equip or exchange a weapon.
Activate the Unit Printer to open its menu. You get a choice between an Attack Unit or a Tactical Unit.
Should you choose one, the printer will spit one out and then become unusable.
Clear the challenge and progress until you reach a large, open room. Now, this looks like a battle arena!
Final Challenge Room
And that’s because it is. This final challenge room will test your skills, pitting you against a new enemy type: the Bomber.
How to Beat the Bomber
The Bomber is a tanky android that uses explosives to fight. Taking it down requires you to watch your feet for attack zones.
The bot uses a laser to create blue zones, or circles, which explode after a few moments. Avoid the circles when you see them on the ground.
The Bomber will also charge at you and send out a blast from within. Watch for it to do a cute dance, and then sprint out of its way.
Hack the Bomber to make it vulnerable. Its weak points are the four “heads” above its bulbous torso.
The final challenge room sends enemies in waves:
Luckily, there are no laser traps to worry about this time.
After finishing the challenge, continue to the next room, where you’ll see holographic deer.
Activate the blue circle in front of the holographic deer enclosure for a conversation between Hugh and Diana about family.
The area contains a room and a hand lift leading up. You can either progress to the next stage of the mission or visit the room for some extra goodies.
Inside the room next to the door is a broken Cabin. Interact with it to acquire Training Data, which adds more Training Simulations to the Shelter.
Check the desk in the room for a laptop containing the information, “Emergency Response Manual.”
Take the lift when you’re ready to continue. In the area above, you’re offered a new weapon: the Pulse Carbine.
How to Use the Pulse Carbine
The Pulse Carbine is a primary weapon that replaces your Grip Gun when equipped.
While weaker than the Grip Gun, the Pulse Carbine holds 30 rounds and boasts automatic fire. The weapon’s special feature is heat buildup, which allows you to overheat enemies and destroy them with a Critical Shot.
The weapon is best paired with mods that increase long-range damage and overheat.
Pulse Carbine
Head through the door and activate the lim regulator to remove more of the plant growth in the central lift area.
When you’re ready, hop down from the ledge.
If you still need to clear the Eco Modeling Lab, continue to the guide section below. Otherwise, hit the link to head to Block 03: Center Hall – Upper Floor.
You may have spotted the REM from the balcony above. It can’t be reached until you clear the vegetation and free the lift.
This guide is under construction and will be updated over time.
