

This opens up 1 additional ending to you. This will allow you to get the poison canister from the Storage room (Which is near the Observation Room we passed by earlier) which you can put into a hatch at the back of the containment. Once you've done everything correctly the music will abruptly stop - this is how you know you've done it correctly - The screen will also confirm.īefore we go ahead however, there is a keycard for an optional ending located near the water control panel by a lore tidbit. You don't need to be exact as close enough is good enough. It takes a few minutes to get all the information you need once it's all listed make your way around the floor to calibrate the screens it asks you to adjust. For this portion just keep your eyes on the doorway behind you so no ghosts sneak in.

You'll want to keep an eye on the screen as it will give you some information on what to do next. Beware as there are many ghosts inside here and many will spawn and make their way down here.Īfter you make your way through the door, go immediately right to see a vault like door and a big screen on the left wall. This is where you'll use the card you just found. After you've got it head back down the stairwell to the lowest level. It's sitting on the kitchen bench as you enter the residential area. It'll give you access to the lower levels. You'll want to head up 1 level to the Residential Area to get the next keycard before descending. There's also a storage area on the far door but you'll need a key from deeper in the facility to access it, we'll cover that later. Head to the far door on the left to enter the stairwell. There's a few lore tidbits and a primer on the ghosts. Keep going straight ahead to the observation room. Make your way across the walkway that's opposite the ship enterance and find your way to this door. The first card which grants you access to the facility can be found just to the right after you exit the ship. With a scanner it'll be easy to find as there are no other pickups (Aside from 1 research mat) on the planet. Explore the local area as you'll need to get a few cards to access the entire facility. You'll teleport to the insides of a ship, there's a few tidbits of lore and a Sylvassi Stem here, but nothing out of the way. There is no reward or scrap after you defeat the boss as you're flung almost immediately to the Lost Colony sector. The strategy that worked for me is a highly upgraded engine and thrusters to outmanoeuvre the projectiles and nukes while focusing down the weapon hardpoints. The arena where you fight this boss is very tight and collision with the outside "wall" will fling both you and the boss back in.

#Pulsar lost colony research full#
The second phase of the boss fight "reflects" the position of ships as well as minor details like UI, it also has the boss return to a full health bar with many more hardpoints and capabilities

It will sometimes send boarding parties to interrupt your crew It will sometimes fire an electric shock in a small AoE which I think is supposed to increase your reactor heat It will fire barrages of mini black hole looking projectiles that do massive damage to your ship It will fire a pulse energy weapon that does high shield damage It has a large high damage laser on it's "face" It will have several target-able parts which will reduce some of it's capacity. With the first stage introducing you to the mechanics. You'll be interrupted in your warp by a very tough boss fight. You can't teleport onto the station or communicate with it in any way. To activate the gate just pilot your way inside and it will line up itself. We'll assume you've done all the legwork in gathering the required Lost Colony Fragments.
