How to solve the Starfield Scorpion's Sting puzzle

Starfield scorpion's sting
(Image credit: Bethesda)

Solving the Starfield Scorpion's Sting puzzle as part of the Unity quest requires you to move a light beam to a specific constellation point. This puzzle, found on Hyla 2, is simple, though it involves a mechanic that's not been previously seen in Starfield, and is very different to the regular Starfield temple puzzles you're likely used to by now. If you're not quite sure how to proceed and want to know why you bothered fighting through all those insect aliens on the way, here's how to solve the Scorpion's Sting puzzle in Starfield.

How to solve the Scorpion's Sting puzzle in Starfield

Starfield scorpion's sting

(Image credit: Bethesda)

To solve the Scorpion's Sting puzzle in Starfield, players need to use the four glyphs floating in front of the silver disc to move a beam of light into the correct position. These glyphs control the little beam that projects down onto the disc itself through a simple D-pad arrangement: up, down, left and right.

You need to move the beam of light so that it touches the curled tip of the constellation at the bottom left, as shown on the image above - the "scorpion's sting". It's a little fiddly to get the angle on it, considering you can't look at it from the top-down without using photo mode, but a little bit of experimentation will yield success. 

Once it's there, it'll generate a little glowing orb, and the next stage of the Unity quest will follow. This is basically all you need to do on Hyla 2, so afterwards feel free to head back to your ship, assuming you don't want to stick around for a planet-scanning survey.

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Joel Franey
Guides Editor, GamesRadar+

Joel Franey is a writer, journalist, podcaster and Very Tired Man with a BA from Brunel University, a Masters from Sussex University and a decade working in games journalism, often focused on guides coverage but also in reviews, features and news. His love of games is strongest when it comes to groundbreaking narratives like Disco Elysium, UnderTale and Baldur's Gate 3, as well as innovative or refined gameplay experiences like XCOM, Sifu, Arkham Asylum or Slay the Spire. He is a firm believer that the vast majority of games would be improved by adding a grappling hook, and if they already have one, they should probably add another just to be safe. You can find old work of his at Eurogamer, Gfinity, USgamer, SFX Magazine, RPS, Dicebreaker, VG247, and more.