SCOUT Solar System Route and Puzzle Solution
Reaching the sixth data node with one Scout health left, then finding a red node on the way home, is a rough end to a good route. Plan the return leg before launch. The Garage’s four scattered parts will get the Orbital Scout ready; the Stellarmap decides where it goes.
Loop goal: Ready the Scout in the Garage
Use the Multi-Pass Access Card to enter the Garage from the Pod Bay. The Stellarmap is the screen upstairs beside the computer, near the railing. Use that screen for the Scout route. The lower-floor computer is a separate puzzle.
- At the raised launch platform, pull the lever to bring up the Orbital Scout and open its side frame.
- Fit the four parts into the frame. Find them by the lower-floor computer, beside the launch platform, behind the Scout near a journal, and upstairs beside the computer. Close the frame. The launch platform’s wires turn green when the Scout is ready.
- Go upstairs and select Open Map on the Stellarmap.
Hint: Read the route before choosing nodes
Start at A.R.E.S. with two Scout health. Green nodes add one health, red nodes take one, and white nodes leave it alone. Yellow DATA nodes hold the six fragments. Follow connected nodes without crossing a node you have already used. Keep at least one health, collect all six fragments, and return to A.R.E.S. Rotate the map to check links hidden behind the planet. When the full route works, Send Scout turns green.
Spoiler: Complete node sequence
This is one complete Garage Stellarmap route. Node labels can differ between playthroughs, so check each next label on your own map. If a label is missing, use the color and health rules above to find a safe connected path to the next data node. This route is for the Garage Stellarmap, not another station terminal.
- Start to data 1: A.R.E.S. → SCRP-01 → SCRP-02 → AST-AR1 → SDT-11 → LUX-8 → X-248 → K-1066 → BTH-12 → DATA-04.
- Data 2: NNS-7 → RE-005 → VAN-26 → ARK-18 → X-303 → Y-1KFT → TIE-1 → DATA-01.
- Data 3: ORB-2 → OA-9 → AQ-94 → GW-11 → AW-13 → SHFT-1 → DATA-06.
- Data 4: ATV-3 → SA-X → MVL-30 → VR-M → DATA-03.
- Data 5: I2B-0 → ORE-X → NH-9 → DATA-02.
- Data 6: MPLM-1 → ZX-22 → XM-R → ZX-2A → DATA-05.
- Return: SAS-11 → MA-6 → MER-A → AUOS → RD-004 → A.R.E.S.
Check for six collected fragments and a green Send Scout button. Press it and wait for the Scout to return. Play its Unknown Particle Waves recording to save it in K9, Miranda’s record of discoveries that carries through a loop.
Spoiler: Turn the recording into a sound input
- On the Garage’s lower floor, pick up the six-pad Soundpad from the desk by the computer. Play Unknown Particle Waves in K9. You will hear six short sounds in sequence. Each sound also shows a four-mark pattern, so you can follow the order without relying on pitch alone.
- Press Soundpad controls 1, 2, 3, 4, 5, and 6 one at a time. Note the four-mark pattern each pad makes. Match the recording’s first pattern to its pad, then do the same for sounds two through six. 5 → 1 → 3 → 2 → 4 → 6 is one example, not a code to copy: the order changes between playthroughs.
- Carry the Soundpad to the Horizon Probe display in the Lobby. Stand by the probe and press the six numbered pads in your matched order. The probe’s fins react, then it projects an element structure on the wall. Save that structure in K9 for the upstairs Garage computer.
If station power ends after Unknown Particle Waves enters K9, start the next loop at the Garage’s lower-floor computer desk. Pick up the physical Soundpad, replay the saved recording, and head to the Lobby probe. The K9 recording is your checkpoint; you do not need another Scout launch just to hear it.

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