PragmataGuide

// Main Story · 6 Chapters · ~10–20 Hours

Pragmata Complete Walkthrough All 5 Sectors, Bosses & Collectibles

Step-by-step walkthrough for every sector in Pragmata — from the Solar Power Plant opening to the Central Port finale. Covers boss strategies, key ability unlock points, backtracking flags, and collectible counts per sector. All facts verified against multiple sources; version: Launch (April 17, 2026).

5 Sectors 6 Chapters inc. Prologue 184 Collectibles Nothing Missable

// Jump to Sector

// Read First

Before You Start — How Pragmata's Structure Works

Pragmata is divided into five numbered sectors plus a Prologue, totalling six chapters. All five sectors take place inside The Cradle, Capcom's name for the game's lunar research station. Sectors are linear during your first visit but open up for free exploration via the Tram Terminal after completion.

Between missions, you return to the Shelter — your hub area — to upgrade equipment, spend Cabin Coins, and fast-travel. See the Shelter Guide section below for a full breakdown of every station.

Pro Tip · Prioritise upgrading Diana's Hacking at the Firmware Updater before every sector. It directly increases damage output and extends enemy vulnerability windows — the single most impactful upgrade in the game. See the full Upgrade Priority Guide.

Backtracking Note · Two story abilities unlock paths to previously unreachable collectibles: Lim Eraser (Sector 2, destroys blue filament barriers) and Cleanse (Sector 5, destroys red/dead filament barriers). The game flags locked items — nothing is permanently missable. Unknown Signal mode (post-game) lets you return to any sector for cleanup.

Key Story-Unlocked Abilities

Ability Unlocked In What It Opens
Lim Eraser Sector 2 · Block 05
(Lim Recycling Facility)
Destroys blue Lunafilament barriers. Required to reach several Sector 1 and early Sector 2 collectibles.
Object Scan Unit Printer purchase Highlights nearby collectibles, interactables, and hidden items. Highly recommended before any backtracking sweep.
Cleanse Sector 5
(Experimental Pragmatics)
Destroys red/dead filament barriers. Required for full 100% completion in later sectors.

// All Sectors at a Glance

Sector Overview

Sector 01 Solar Power
Plant
15 Collectibles Boss: Sector Guard Prologue + Sector 1

Solar Power Plant

The opening sector introduces Hugh and Diana's dual-character mechanics. The Shelter hub unlocks here, along with your first access to the Firmware Updater and Unit Printer. The sector ends with the Sector Guard boss fight — the game's tutorial for the Overdrive Protocol mechanic. Defeating it drops your first Shelter License Key, unlocking expanded upgrade options and Cabin's Stamp Club.

Backtrack flag: One Storage Expander and two collectibles in the Generator Entrance area require the Lim Eraser (Sector 2 unlock). Leave them and return after finishing Sector 2.
Sector 02 Mass Production
Array
39 Collectibles Boss: Creator (Gigantic Bot) Unlocks: Lim Eraser

Mass Production Array

The largest sector in the game, set inside a Lunafilament-printed replica of New York City. Six beacons must be hacked to unlock the sector's main gate. The Lim Eraser is unlocked automatically near the end of this sector in the Lim Recycling Facility block — a mandatory story event, no resources required. The sector boss is the Creator (displayed on-screen as "Gigantic Bot"; its proper name appears in the Bot Data entry at the Shelter). New weapon unlocked here: Charge Piercer.

After the Lim Eraser unlocks: return to Sector 1 immediately. Multiple Safe Boxes, a Storage Expander, and Pure Lunum items blocked by blue filament are now reachable. Don't wait until post-game.
Sector 03 Terra
Dome
Collectibles: TBC Boss: Garden Keeper 2nd Shelter License Key

Terra Dome

Terra Dome is set inside an artificial biosphere — a 3D-printed forest environment with climbable trees and cave systems. The main objective involves placing three Gen Chips across the sector. The Pulse Carbine — a second Primary weapon that regenerates ammo — becomes available midway through this sector, giving you a sustained-fire alternative to the Grip Gun. The sector boss is the Garden Keeper, described by reviewers as one of the game's most hectic fights, rewarding patience over aggression.

Strategy note: The Garden Keeper punishes impatience. Wait for the boss to commit to an attack before opening a hack window. Bring Stasis Net to freeze openings and avoid forcing damage outside vulnerability phases. See the full Boss Guide for phase-by-phase strategy.
Sector 04 Lunum
Mines
Collectibles: TBC Boss: LunaDigger Low Gravity Combat

Lunum Mines

The Lunum Mines shift between standard and low-gravity zones, fundamentally changing movement and combat. The sector's boss, the LunaDigger, is unique among Pragmata's encounters: you encounter it multiple times throughout the sector before the final fight. In earlier sub-areas, you can choose to repel it (bait it from sand, hack, and deal enough damage to drive it away) — earning the Courage In Desperation achievement — before the mandatory final confrontation. The final LunaDigger fight takes place in low gravity. Defeating it unlocks the Director Board at Cabin's Stamp Club.

Loadout recommendation: Bring Code Generator and Sticky Bombs. The LunaDigger's hacking matrix becomes increasingly complex as its health drops. These two items shrink the grid and reduce red node density, significantly easing Phase 2.
Sector 05 Central
Port
Collectibles: TBC Final Boss: Idea / Eight Unlocks: Cleanse

Central Port

The final story sector. A short mandatory chapter called Experimental Pragmatics follows the LunaDigger boss and grants the Cleanse ability before you reach Central Port proper. Cleanse destroys red/dead filament barriers and enables some combat techniques against corrupted enemies. The sector culminates in a fight against Idea (also referred to as Eight) — the true final boss of the game's main story. Idea has three distinct, cutscene-marked phases with an increasingly hostile hacking matrix.

Critical warning: Defeating Idea triggers an automatic march toward the finale credits. Complete all outstanding collectibles, Red Zone challenges, and side content before entering this fight. Post-game Unknown Signal mode allows cleanup, but finish what you can beforehand.

// Between Sectors

The Shelter — Hub Guide

The Shelter is your central hub between missions. Every major upgrade, fast-travel, and reward system is managed here. You return automatically after activating an Escape Hatch or completing a sector.

Station Function Currency
Firmware Updater Upgrades Hugh's Suit (durability), Grip Gun (damage), and Diana's Hacking (damage + vulnerability duration). Priority order: Hacking → Suit → Grip Gun. See Upgrade Guide. Upgrade Components
Unit Printer Manufactures weapon and hacking node blueprints. Purchased weapons become available in your starting loadout at the Tram Terminal. Note: field-found copies still provide limited ammo. Lunafilament / Pure Lunum
Tram Terminal Fast-travel to any unlocked sector start or activated Escape Hatch. Also the loadout customisation screen — set weapons and mods before each mission. Free
Cabin's Stamp Club Bingo-style reward boards. Four tiers: Trainee Board (after S1 boss), Associate Board, Specialist Board, Director Board (after LunaDigger). Three reward tiers per board: 1 Bingo, 3 Bingos, and Blackout (all tiles). Some tiles locked behind Red Zone completion. Cabin Coins
Replicator Gift Read Earth Memory (REM) collectibles to Diana to 3D-print replica Earth locations inside the Shelter. Earns Cabin Coins and unlocks Diana dialogue about Earth. REM collectibles
Talk to Diana every visit. She has unique dialogue tied to your progress and will eventually draw you pictures if you speak with her regularly. These interactions also advance story context between sectors.

// Companion Guides

Not affiliated with Capcom. PRAGMATA™ is a trademark of CAPCOM CO., LTD. All game content is the property of its respective owners. All factual claims on this page have been cross-verified against at least two independent sources. Version: Launch build, April 17, 2026. If Capcom releases patches that alter sector structure, ability unlocks, or collectible counts, this page will be updated. Collectible counts for Sectors 3–5 are marked "TBC" pending full data availability. Privacy Policy · Ad Disclosure

// Questions

Walkthrough FAQ

How many sectors are in Pragmata?

Pragmata has 5 numbered sectors plus a Prologue, totalling 6 chapters: Solar Power Plant, Mass Production Array, Terra Dome, Lunum Mines, and Central Port. After completing the story, a post-game area called Hidden Chamber unlocks via Unknown Signal mode.

Can I miss collectibles permanently?

No. All collectibles can be retrieved post-story via Unknown Signal mode (also called Cleanup Mode). Some items require story-unlocked abilities — the Lim Eraser (Sector 2) for blue filament barriers and Cleanse (Sector 5) for red filament barriers. The game flags these for backtracking.

When do I unlock the Lim Eraser?

The Lim Eraser unlocks automatically during Sector 2 (Mass Production Array), specifically in the Lim Recycling Facility block near the end of the sector. It is a mandatory story progression event — no Pure Lunum or special materials required. It allows Diana to destroy blue Lunafilament barriers across the game.

What is the Shelter and what can I do there?

The Shelter is Pragmata's central hub. It contains the Firmware Updater (upgrade Hugh and Diana), Unit Printer (manufacture weapons and mods), Tram Terminal (fast travel and loadout selection), and Cabin's Stamp Club (bingo-style reward boards). Always return to the Shelter before starting a new sector to spend upgrade resources and configure your loadout.

What is the boss order in Pragmata?

Confirmed main story bosses in sector order: Sector Guard (Sector 1), Creator — also displayed as "Gigantic Bot" (Sector 2), Garden Keeper (Sector 3), LunaDigger (Sector 4 — fought in low gravity), and Idea / Eight (Sector 5 — 3-phase final boss). See the full Boss Guide for phase strategies.

Do I have to use Escape Hatches? What happens when I use one?

Escape Hatches are optional checkpoints — you don't have to use them. When you activate one, it becomes a fast-travel point via the Tram Terminal. Using a hatch sends you back to the Shelter, which respawns all enemies in the sector (similar to a Souls-game bonfire), but you keep all resources and collectibles gathered since your last visit. Crucially, any field-found weapons and hacking modules collected since the last checkpoint are removed from your inventory upon using a hatch — bank resources at the Shelter before activating one.

What's available after I finish the main story?

Completing the main story unlocks: New Game Plus (restart with all gear and upgrades), Lunatic difficulty (harder enemies, new weapon upgrades), and Unknown Signal mode — post-campaign content in the Hidden Chamber with new Sim Pod challenges, special weapons, and outfits. Completing Unknown Signal with 100% sector collectibles also unlocks the Extended Ending. See the Post-Game Guide for the full breakdown.