Pragmata: All 7 Lunum Mines Mods – Sector 4 Location Guide

Pragmata: All 7 Lunum Mines Mods – Sector 4 Location Guide

FinalBoss·5/11/2026·9 min read

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Pragmata

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An all-new Science Fiction action adventure with its own unique hacking twist! It is the near future, and protagonists Hugh and his android companion Diana, mu…

Platform: Xbox Series X|S, Nintendo Switch 2Genre: Shooter, AdventureRelease: 4/17/2026Publisher: Capcom
Mode: Single playerView: Third personTheme: Action, Science fiction

There are seven Mods in Sector 04: Lunum Mines, not four. If you have been working from a route that lists four, you are two-thirds of the way to a clean sector and about to leave three passive upgrades behind — including one that is locked behind the Red Zone Key and cannot be picked up on a casual first pass. The seven are spread across five regions: Mine Entrance, Crane Operation Yard, Warehouse, Main Excavation Site, and Nexus Tower.

Below is the corrected per-region count, where each Mod sits, and how the Mods fit into the sector’s wider 45-collectible total. Pragmata released 17 April 2026 on PS5, Xbox Series X|S, PC and Switch 2 (24 April for Switch 2 in Japan and Asia), and the layout below matches the current retail build.

Mods per region — the count that matters

RegionModsNotes
Mine Entrance1Very early, off the obvious descent path
Crane Operation Yard2Both off the main crane lane
Warehouse1Behind hatch and hack routing
Main Excavation Site2The pair most routes miss entirely
Nexus Tower / Red Zone1Requires the Red Zone Key
Total7

A note on names before you go hunting: English guides and in-game UI captures do not agree perfectly, and localisation makes it worse. The same Mod turns up as Equilibrium or Balance (Équilibre), Digital Dominance or Digital Domination (Domination Numérique), and Nice Nodes or Abundant Nodes (Nœuds Abondants). Trust the region and the count, not the label. Two more that appear in 100% capture footage — Eagle Eye and Synaptic Response — plus the Red Zone Economize round out the seven.

Mine Entrance — Mod 1

You enter Lunum Mines after the Solar Plant sequence and descend. Almost immediately, before the area opens into anything that feels like a proper encounter space, stop following the forward route.

Look away from the objective line at the container layout under an overhang covered in lunafibre growth. The collectible is on the side chain of containers, not the floor-level line that keeps pushing you forward. Jump the containers under the overhang and sweep the tucked-away spot.

The reason this one gets lost is timing: it shows up while you are still in “follow the mission” mode, and Sector 4 has trained you to trust ground-level routing. Here elevation is the reward. Get in the habit now — sweep container tops before you drop down anywhere that looks one-way.

The same pocket holds Storage Expander 1 and several Safe Boxes, so this is a good place to slow down generally.

Crane Operation Yard — Mods 2 and 3

The outdoor-industrial stretch is where low-gravity traversal starts doing real work, and where players overshoot side paths because every jump carries further than expected. There are two Mods here, which is the first place four-Mod routes go wrong.

  • The first sits near the crane-control section, by a small cabin or utility hut off the traversal route
  • The second comes after the yard’s initial Safe Boxes and the Mini Cabin, further along the same branching structure

Two pieces of practical advice for this section. Clear hostile pressure before you start jumping — Diana’s hacking and Hugh’s shooting both work better when you are not lining up a floating landing under fire. And stop jumping from maximum distance: low gravity makes long arcs generous but small corrections awkward. Walk closer, shorten the arc, treat it as placement rather than speed.

If a jump looks like it exists only to shave a few seconds, take it anyway. In Lunum Mines those “optional” hops are the collectible route.

Warehouse — Mod 4

The Warehouse is the most characteristically Pragmata section of the sector, because it asks you to read the level as a layered space rather than a hallway. The Mod is tied to an Escape Hatch route near the warehouse entrance and the hackable container area — not the forward floor lane.

As you work through, watch for hatch access and any point where Diana can open or reroute a blocked path around containers. Hacked routes in Pragmata frequently do more than unlock the next room; they reveal the collectible pocket sitting beside it. Treating a hackable object as a one-step door rather than a clue is the specific mistake that costs people this Mod.

You are in the right pocket if you are near the REM item commonly logged as the Bug Net. The Warehouse is also the densest region in the sector overall — five Safe Boxes, two Pure Lunum, a Storage Expander, a REM, Training Data 1, two Escape Hatches and a Mini Cabin — so budget a proper sweep here rather than a drive-by.

Self-check: did you push forward through containers and never peel off into a hatch-led detour? If so, go back and re-scan the entrance-side routing.

Main Excavation Site — Mods 5 and 6

Another two, and this pair is where the four-Mod routes fall apart worst. One sits around the mining-control region; the other is in the logistics stretch further in. Both are on the deeper exploration line rather than the objective climb.

By this point in the sector, players start thinking about the next objective or the end of the chapter and stop sweeping. That is exactly backwards. From here on, treat every hatch, side lift, key-gated space and suspicious upper ledge as potential Mod territory. If a stretch of traversal feels like “extra” before the tower push, that is the collectible route.

Area naming gets messy across guides here — some call the whole late stretch Main Excavation Site, some fold it into Nexus Tower. Do not get hung up on the label. The structure is what is reliable: late Sector 4, deep exploration line, two Mods.

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Nexus Tower / Red Zone — Mod 7

The final Mod is behind the Red Zone Key. This is not a Mod you find by exploring harder; you either have the key or you do not, and if you do not, this is the one that will hold up a 100% run.

The same late stretch holds Training Data 2, the Red Zone Pure Lunum, and the last Safe Boxes in the Cleanse section. If you are cleaning up the sector, do the Red Zone work in one pass rather than returning three times.

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The rest of Sector 4, for context

Mods are one of eight collectible types in Lunum Mines. The full sector totals, corroborated across English collectible guides:

TypeCount
Safe Boxes17
Mods7
Escape Hatches7
Pure Lunum4
Mini Cabins3
REM (Campfire, Bug Net, Tent)3
Storage Expanders2
Training Data2
Total45

If you see a total of 48 quoted elsewhere, that is a count that includes Escape Hatches and Mini Cabins, which do not contribute to the completion percentage. Both totals describe the same sector.

Because the Mods share pockets with Safe Boxes, REM items and Pure Lunum, hunting them in isolation is wasteful. Pair the sweep with the neighbouring pickups so you are not re-walking the same vertical route twice — the full 100% Lunum Mines route handles that ordering, and the Training Data and Mini Cabin pages cover the two types most often left for a second trip.

Using the Mods once you have them

Mods are passive bonuses for Hugh’s suit, equipped back at base rather than in the field. That is precisely why grabbing them on the first pass matters: there is no in-the-moment reward for picking one up, so it is easy to promise yourself a return trip you never make.

For the effects themselves, read the in-game description on the loadout screen. Public route summaries are far more consistent about where the Mods are than about quoting effect lines accurately, and Capcom’s post-launch changes to upgrade caps have made some older write-ups stale. Location data ages well; stat quotes do not.

Troubleshooting: which one did I miss?

  • Mine Entrance Mod: you stayed on the floor path and never checked the containers under the lunafibre overhang
  • Either Crane Yard Mod: you crossed the yard efficiently instead of branching toward the cabin-side platforming lane — and remember there are two here
  • Warehouse Mod: you pushed through on the forward lane and skipped the Escape Hatch and hack-rerouted section near the entrance
  • Either Excavation Mod: you treated the late sector as a finish line. Two Mods live out here, not one
  • Nexus Tower Mod: you did not have the Red Zone Key. This is a return trip, not a search problem
  • General: dropping off a ledge before checking whether the upper level had a side pocket. Sector 4 loves one-way-looking drops that are technically progress

FAQ

Early collectible routes were written before the sector was fully mapped and counted one Mod per named region. Region-by-region checklists from the major guide sites all show seven, with doubles in the Crane Yard and the Excavation Site.

Can I go back for Mods after leaving Sector 4?

Yes — Lunum Mines is revisitable, which is what makes the Red Zone Mod workable at all. It is still far cheaper to sweep as you go than to re-traverse the sector’s vertical routing later.

Do I need every Mod for the platinum?

Mods feed the completion percentage and your passive build options. Escape Hatches and Mini Cabins do not count toward the percentage, which is why guide totals differ; Mods do.

Has Pragmata been patched since launch?

Capcom has shipped post-launch content — guide checklists now cover REM Replicator Sigma, the Cabin Stamp Club Specialist Board, new Unit Printer items and expanded Firmware Updater upgrade limits. There is no publicly quoted user-facing version string for these, so if you need your exact build, check your platform’s game info rather than any guide.

Where to go next

Once Lunum Mines is clean, the Terradome module locations are the natural follow-on, and everything else — hacking basics, Dock Central collectibles, the secret ending — is indexed on the Pragmata hub.

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FinalBoss
Published 5/11/2026 · Updated 7/28/2026