KC - Sector 7
Beacon 1 (83)

Collect scrap with the LRS and look for the store/s. We are good for the flagship with what we have but a halbert or a BL2 or even just an offensive drone would be a nice addition, and a drone recovery arm would be great too.

I upgrade to hacking-3 because this will allow the flak and the lasers to hit a second time during a long evasion hack and prior to a second cloak. I also add a power bar to be able to use the full hack together with full engines and the cloak, but otherwise will save for the store.
Beacon 2 (84)

A good demo for our long evasion hack together with the automated reloader. Hack initiated just as the flak projectiles are about to hit their shields.

Our weapons hit again before the hack is over and they are dead in the water.
Their missile fired but we cloaked it, and since the cloak gave us a 5 second lead on the recharge it didn't get to fire again.

Going to skip the asteroid fight to have enough time to visit a potential store at the yellow arrow beacon. Fights are good but it's important not to compromise store visits and this one is even more dangerous than usual with our very low power level.
Beacon 5 (87)

Great - this will help a lot for the flagship's zoltan shield in stage 3.
Beacon 8 (90)

Instead of trying to damage their weapons, it's possible to also go straight for the kill. The hull beam will deal 8 damage and the lasers will do 4 to shields. Then on the second volley they'll do 6 more while the ship will have only 5 hull left.
Beacon 9 (91)

Nothing good in the store. Could have had at least have more drone parts, now I'll buy just the two.
Beacon 12 (94)

The usual long hack evasion, fire into weapons, cloak, fire again.

Got a laser charger from the fight but is it worth spending 200+ scrap to replace the dual laser? It might because of the flexibility to fire it faster, but I'll wait until the end to see.
Beacon X (exit dive)

And we are at the final sector.
KC - Sector 8
Beacon 1 (96)

I'll head for the repair beacons because it would be very good to have a few extra drone parts.
Beacon 4 (99)

Tried to crew kill with the fire drone but it didn't work out.
Beacon 5 (100)

The boarding drone is annoying when you have a clone bay and can't heal without losing xp, but they'll be dead before it can cause damage.
Beacon 6 (101)

We are ready to face the flagship so it's time to spend the rest of the cash. I decide to honour the dual laser which got us through the entire game and will keep it over the laser charger, but I upgrade to weapons-7 so nothing goes offline even if we take damage in weapons.
KC - Flagship
Stage 1
Forgot to take starting screenshot but my idea was to use the fire drone to thin out their crew for stage 3, and with the first volley I took the missiles out, did 4 damage to shields, and the fire drone started a fire in hacking.

I waited with the second volley until they come out of cloak. This time I'll first fire the flak and then use the hack to just prevent the shield from recharging. This should give the fire drone the full 10 seconds to do something so let's hope it does better this time.

Not really. I'll just finish them off.
Stage 2

Stage 2 is not a time to fool around. Hack shields and throw everything at it.
Note that this time I'll use the beam to target piloting and shields, but will otherwise go for hull damage and not care about the missiles - this is because they won't fire more than once before they are dead.

They are down to one bubble. We are bound to break it with the next volley and the hull beam will finish the job.

Cloaking missiles. Flak is away and the hull beam is almost recharged.

And it is done before the drone surge alert.
Stage 3

They mind controlled weapons. I'll vent to move him out of the room and then will put the engi there.

First actual use of the defence drone and it hit the missile, but the missile had missed already.

Actually all 3 missiles missed. The defence drone fired at another right after the screenshot but missed this time.

My volleys also keep missing. So far I've sent 14 projectile's worth of damage and I think only 3 hit and the rest is from the beam and the drone.

The zoltan shield is down as we cloak the second missile volley and the first surge.

They are firing missiles for the third time but their shields are destroyed and the hull beam will finish them off in a couple of seconds. The poor engi is suffocating but the boarders were trying to break into weapons and I had to get them off his back.

Hull beam fires and they are dead before the third missiles reach us.
KC - Final ship and stats

Heading into stage 3

Upgrades

Inventory

Stats

Scrap and item summary. The systems bought were:
Beacon 1 (83)

Collect scrap with the LRS and look for the store/s. We are good for the flagship with what we have but a halbert or a BL2 or even just an offensive drone would be a nice addition, and a drone recovery arm would be great too.

I upgrade to hacking-3 because this will allow the flak and the lasers to hit a second time during a long evasion hack and prior to a second cloak. I also add a power bar to be able to use the full hack together with full engines and the cloak, but otherwise will save for the store.
Beacon 2 (84)

A good demo for our long evasion hack together with the automated reloader. Hack initiated just as the flak projectiles are about to hit their shields.

Our weapons hit again before the hack is over and they are dead in the water.
Their missile fired but we cloaked it, and since the cloak gave us a 5 second lead on the recharge it didn't get to fire again.

Going to skip the asteroid fight to have enough time to visit a potential store at the yellow arrow beacon. Fights are good but it's important not to compromise store visits and this one is even more dangerous than usual with our very low power level.
Beacon 5 (87)

Great - this will help a lot for the flagship's zoltan shield in stage 3.
Beacon 8 (90)

Instead of trying to damage their weapons, it's possible to also go straight for the kill. The hull beam will deal 8 damage and the lasers will do 4 to shields. Then on the second volley they'll do 6 more while the ship will have only 5 hull left.
Beacon 9 (91)

Nothing good in the store. Could have had at least have more drone parts, now I'll buy just the two.
Beacon 12 (94)

The usual long hack evasion, fire into weapons, cloak, fire again.

Got a laser charger from the fight but is it worth spending 200+ scrap to replace the dual laser? It might because of the flexibility to fire it faster, but I'll wait until the end to see.
Beacon X (exit dive)

And we are at the final sector.
Beacon 1 (96)

I'll head for the repair beacons because it would be very good to have a few extra drone parts.
Beacon 4 (99)

Tried to crew kill with the fire drone but it didn't work out.
Beacon 5 (100)

The boarding drone is annoying when you have a clone bay and can't heal without losing xp, but they'll be dead before it can cause damage.
Beacon 6 (101)

We are ready to face the flagship so it's time to spend the rest of the cash. I decide to honour the dual laser which got us through the entire game and will keep it over the laser charger, but I upgrade to weapons-7 so nothing goes offline even if we take damage in weapons.
Stage 1
Forgot to take starting screenshot but my idea was to use the fire drone to thin out their crew for stage 3, and with the first volley I took the missiles out, did 4 damage to shields, and the fire drone started a fire in hacking.

I waited with the second volley until they come out of cloak. This time I'll first fire the flak and then use the hack to just prevent the shield from recharging. This should give the fire drone the full 10 seconds to do something so let's hope it does better this time.

Not really. I'll just finish them off.
Stage 2

Stage 2 is not a time to fool around. Hack shields and throw everything at it.
Note that this time I'll use the beam to target piloting and shields, but will otherwise go for hull damage and not care about the missiles - this is because they won't fire more than once before they are dead.

They are down to one bubble. We are bound to break it with the next volley and the hull beam will finish the job.

Cloaking missiles. Flak is away and the hull beam is almost recharged.

And it is done before the drone surge alert.
Stage 3

They mind controlled weapons. I'll vent to move him out of the room and then will put the engi there.

First actual use of the defence drone and it hit the missile, but the missile had missed already.

Actually all 3 missiles missed. The defence drone fired at another right after the screenshot but missed this time.

My volleys also keep missing. So far I've sent 14 projectile's worth of damage and I think only 3 hit and the rest is from the beam and the drone.

The zoltan shield is down as we cloak the second missile volley and the first surge.

They are firing missiles for the third time but their shields are destroyed and the hull beam will finish them off in a couple of seconds. The poor engi is suffocating but the boarders were trying to break into weapons and I had to get them off his back.

Hull beam fires and they are dead before the third missiles reach us.

Heading into stage 3

Upgrades

Inventory

Stats

Scrap and item summary. The systems bought were:
- Hacking - sector 4
- Cloaking - sector 6
- Drone control with DD1 - sector 7