EDOnFoot
This page contains information related to on foot gameplay in Elite: Dangerous.
Pilot equipment
Suit
In order to disembark on foot on a planetary surface or in any other environment, such as the Concourse of a space station, a pilot needs to wear a suit.
- There are several suit models.
- The suit model that is worn determines what other gear a pilot can equip and the amount of goods they can carry.
- Suit models are geared towards certain types of activities, such as exploration, raid missions or combat.
- At the time of writing the Artemis Suit is the one that is best equipped for exploration activities, as it is the only suit model that has a Genetic Sampler (needed for Exobiology activities), and is also the one with the best jet pack.
- For scavenging missions the Maverick Suit is the one to choose, because it is the only one that has an Arc Cutter, and it has the largest capacity for carrying goods.
- The Dominator Suit is a combat suit that has 2 primary weapon slots, but none of the specialised tools.
- Last (and least) is the Flight Suit, which is the standard suit that every player who is new to Odyssey has. It has no special capabilities and the least amount of slots for carrying any kind of consumables and goods. This suit can neither be sold nor bought.
Other Pilot equipment
Besides the suit, the following pilot equipment exists:
- Tools.
- At the time of writing, the following tools exist: Energylink, Genetic Sampler, Profile Analyser and Arc Cutter.
- The suit model a pilot is wearing determines which combination of tools are available.
- Handheld weapons.
- The suit model a pilot is wearing determines which weapon types can be equipped and how many slots of each type are available. The specific weapon equipment is not prescribed by the suit, though.
- Named loadouts allow to store different combinations of suit + weapon equipment, allowing the player to quickly select what they want to wear and equip with a minimum of fuss.
- This page does not go into any further details on specific weapons. To find more information consult the Elite Dangerous wiki.
- Consumables.
- A number of pilot equipment items can be used only once and are consumed by the use.
- The suit model a pilot is wearing determines how many of each kind of consumables can be carried.
- Typical examples are Energy Cells (for replenishing the suit's batteries), Medkits (for restores the pilot's health) or several types of grenades (for blowing up things).
Loadouts
Loadouts can be edited in two places:
- Access a terminal in a Concourse. The terminal screen has a Loadout button.
- When in your ship (docked or flying) or in your SRV: Press "3" to access the ? panel.
Suit comparison
The following table provides at a glance how the different suit models compare to each other.
| Suit Attribute | Artemis suit | Maverick suit | Dominator suit | Flight suit | Notes | |
|---|---|---|---|---|---|---|
| Overview | ||||||
| Specialty | Exploration | Scavenging | Combat | - | ||
| Manufacturer | Supratech | Remlok | Manticore | Remlok | ||
| Cost G1 model | 150'000 Cr | - | ||||
| Tools | ||||||
| Energylink | Yes | |||||
| Profile Analyser | Yes | |||||
| Genetic Sampler | Yes | No | No | No | ||
| Arc Cutter | No | Yes | No | No | ||
| Carrying capacities | ||||||
| Goods Capacity | 20 | 40 | 10 | 5 | ||
| Assets Capacity | 40 | 60 | 20 | 10 | Also (and possibly better) known as "Components". | |
| Data Capacity | 10 | 20 | 10 | 10 | ||
| Consumables slots | ||||||
| Energy Cell | 3 | 2 | 2 | 1 | You usually can get Energy Cells for free from wall-mounted crates or containers in settlements. They can also be bought for a modest amount of credits. | |
| E-Breach | 1 | 2 | 1 | 0 | E-Breaches can only be purchased at Pioneer Supplies locations at ports controlled by Anarchy or Communism minor factions. E-Breaches are illegal and if you carry one and get scanned by a guard you will be shot. | |
| Medkit | 1 | 1 | 2 | 1 | You usually can get Medkits for free from wall-mounted crates or containers in settlements. They can also be bought for a modest amount of credits. | |
| Frag Grenades | 1 | 2 | 3 | 0 | ||
| Shield Disruptor | 1 | 1 | 3 | 0 | Also known as "EMP grenade". | |
| Shield Projector | 1 | 1 | 2 | 0 | Also known as "Shield grenade". | |
| Other non-combat related attributes | ||||||
| Battery capacity | 17.0 MW | 13.5 MW | 10.0 MW | 7.0 MW | ||
| Health | 30 | |||||
| Mass | 100 kg | |||||
| Emergency Air | 60 Seconds | |||||
| Combat related attributes | ||||||
| Primary Weapon Slots | 1 | 1 | 2 | 0 | ||
| Secondary Weapon Slots | 1 | |||||
| Shield Strength | 12.0 MW | 13.5 MW | 15.0 MW | 7.5 MW | ||
| Shield Regeneration Rate | 0.88 MW/s | 0.99 MW/s | 1.10 MW/s | 0.55 MW/s | ||
| Kinetic Resistance | -70% | -60& | -50% | -70% | ||
| Thermal Resistance | 39% | 50% | 60% | 39% | ||
| Plasma Resistance | -20% | -10% | 0% | -20% | ||
| Explosive Resistance | 0% | 0% | 0% | 0% | ||
Pilot equipment engineering
Basics
Suits and handheld weapons can be upgraded, and they can be modified by engineers.
- When freshly bought a suit or weapon usually has grade 1. It can then be upgraded to a maximum of grade 5. Upgrading is done at a Pioneer Supply store.
- Upgrading a suit or weapon increases its capabilities, such as the suit's shield health or the weapon's DPS.
- One important trait that is improved by upgrading is the number of slots that are available for applying engineering modifications. A suit or weapon at grade 1 cannot be modified by an engineer, while a suit or weapon at grade 5 has 4 engineering modification slots.
- Pilot equipment engineering is in general much simpler than ship engineering. For details of individual modifications see the EDEngineering wiki page, but the basic rules are these:
- A modification only has a single grade. Once applied it cannot be upgraded any further.
- A modification cannot be removed once it has been applied.
- Sometimes Pioneer Supplies stores have higher-grade suits or weapons on offer that can be bought for credits. The maximum grade that has been observed to be available for sale like this is grade 3. Pre-upgraded suits and weapons may or may not have random engineering modifications already applied.
Unlocking engineers
- After you have met the condition that unlocks an engineer, you may need to log out and log back in to receive their invitation. I never had this problem myself.
- What I did experience was, I received the invitation from an engineer, but when I traveled to their location I was unable to find their planetary station, even after using the Detailed Surface Scanner on the planet. I had to log out once and log back in, then the engineer's station would appear in the navigation panel.
- If you need to unlock an engineer by selling <n> things to a bartender
- If you have a fleet carrier, or a friend with a fleet carrier, then you need only 1 of the things, because you can sell it then buy it back and sell it again <n> times.
- Note that this does NOT work with a regular bartender, because here you can only sell, but not buy.
- If you need items to unlock an engineer, it is often fastest to buy them from the Fleet Carrier of another player, although it may cost you an arm and a leg. You can find offers on Inara under "Data > Components trading".
- Hero Ferrari
- Requires you to complete 10 low threat Conflict Zones. Obviously these must be on-foot Conflict Zones.
- The Conflict Zones must be unique, i.e. you cannot just revisit the same Conflict Zone 10 times.
- You don't have to win, or in fact do anything in particular - just be there, fire at least one shot to take a side, and then either participate in the fighting (it does not matter if you die) or hide in a quiet corner until the thing is over.
- Important: The only place where you can see the threat level of an on-foot Conflict Zone is at the Frontline Solutions desk in a station's Concourse. When you fly to a Conflict Zone in your own ship you will notice the navigation panel shows a threat level for the settlement where the Conflict Zone is. This is not the threat level you are looking for! The threat level shown in the navigation panel is tied to the security of the settlement and not to the Conflict Zone. So to be sure that you are not wasting your time you must screen the Conflict Zones that are available in the system at the Frontline Solutions desk.
- To find systems with Conflict Zones you can search Inara for factions that are in the "Civil War" state or in a similar conflict state. Inara offers a shortcut search under "Data > Search Nearest > Misc > Nearest wars and civil wars".
- Jude Navarro
- Requires you to complete 10 Restore or Reactivation missions.
- To find systems with such missions you can search Inara for factions that are in a negative state like "Bust" or "Civil War". Inara offers a shortcut search under "Data > Search Nearest > Misc > Nearest restore missions".
- Yarden Bond
- Requires you to sell Smear Campaign Plans to bartenders.
- Smear Campaign Plans are illegal in most systems, so you cannot sell them!
- Smear Campaign Plans are legal in Anarchy places, so to sell them you have to go to a concourse controlled by an Anarchy faction.
- An interesting side note is that you can legally download Smear Campaign Plans from a data port if the settlement is controlled by an Anarchy faction.
- Terra Velasquez
- To unlock this engineer you have to do 6 missions: Any combination of Covert Heist or Covert Theft missions will do.
- Some people claim that you must complete 6 Covert Heist AND 6 Covert Theft missions, so 12 missions in total, but this is NOT true.
Goods, Components and Data
Goods, Components (aka "Assets") and Data are items that can be obtained in on-foot related gameplay. These items can be retrieved for mission objectives, traded at a Concourse's bartender, or used to upgrade pilot equipment.
Basic characteristics
- Goods are valuable items that are comparable to the pre-Odyssey concept of Commodities.
- Components are micro-materials that are comparable to the pre-Odyssey concept of Manufactured Materials.
- Data are electronic items that are comparable to the pre-Odyssey concept of Encoded Materials.
- Goods, Components and Data have their own inventory space that is separate from Commodities (which take up space in Cargo Racks and have a weight) and Materials. The player's inventory capacity for each item type is 1000.
Additional characteristics
- Goods and Components are physical items that can be picked up.
- Data are electronic items that can be obtained by downloading from a Data Port.
- Components are divided into three categories: Chemicals, Circuits, and Tech.
Trading, buying and selling
- Components (but not Goods or Data!) can be traded in for other Components at Bartenders located in a port's Concourse. This is similar to the service of a Material Trader, except that there are no rarity grades involved and the Component category does not play a role. Instead, every Component simply has its own barter value.
- Goods, Components and Data can be sold for credits at a Bartender. Components typically are much less valuable than Goods and Data. As usual, illegal items can only be sold in ports that are controlled by an Anarchy faction.
- Goods, Components and Data can be exchanged between players for credits. These exchanges occur on Fleet Carriers. One of the participants of the exchange is always the Fleet Carrier owner. Inara can be used to find Fleet Carriers where a specific item is sold or requested. This kind of exchange is extremely valuable because Goods and Data cannot be traded at Bartenders, but Credits are relatively easy to come by.
Farming materials
- Video from February 2025 by The Way: Guide to farming Manufacturing Instructions, a Data item that is needed in great quantities for upgrading both suits and weapons.
- Another video from May 2021 by Down to Earth Astronomy, describing essentially the same method.
- Get a mission "Salvage Memory Chip from IMPACT site" (NOT crash site!).
- In my experience, missions called "Pull the Encrypted Memory Chip From Wreckage" or "Grab the Encrypted Memory Chip from a Crash Site" will also guide you to a planetary POI named "Impact Site".
- Ideally the location should have a crashed Nav Beacon with a data port that you can download stuff from. In my experience, having a crashed satellite is also ok.
- Don't take the memory chip, instead relog for another attempt. Important: Make sure you don't stand on the nav beacon or satellite when you log off, because if you do when you log in the nav beacon or satellite will spawn after you and trap you inside.
- Be patient: You may not get Manufacturing on the first or second attempt, but eventually you will get some. Only give up if you have tried at least 10 times and Manufacturing Instructions don't spawn as often as you would have liked. Be aware that if no Manufacturing Instructions spawn, usually some other useful or at least valuable data item(s) will spawn.
- NOC Data
- Operational Manual
- Surveillance Logs
- Census Data, Propaganda
- Many comments say it is necessary to "exit to desktop", that "exit to main menu" no longer works. This is not true, in my experience (April/May 2025) "exit to main menu" worked just fine.
- When you encounter enemy forces on the first attempt, relogging will probably respawn them, too, so you have to fight every time for downloading the items => It's not worth it.
- The DTEA video says you can also find impact sites randomly on planets without having a mission, just by using the Detailed Surface Scanner. According to the video they are more likely to spawn on big atmospheric worlds.
- The impact site POI is not permanent, it will despawn after a few hours and you will have to go find a new one.
- Video from 20-Apr-2022 by Down to Earth Astronomy: Guide how to farm Weapon Schematics
- In an Anarchy system get a Procurement mission that has the objective to collect something from a Hidden Cache. That something can be anything EXCEPT Weapon Schematics.
- The mission is illegal, that‘s why it is important to be in an Anarchy system.
- Fly to the mission target location.
- You likely have to dispose of some pirates.
- Dismiss ship in case during further gameplay new pirates spawn.
- There will be some large containers which can be entered. Break into one of them (either use the Arc Cutter to open the panel, or the Energylink tool to overload).
- Inside the large container are small containers. Search them, but pick up only Weapon Schematics.
- Log out, then log back in. You will be inside the big container again and all the containers will have respawned. The big container is now locked and you can‘t walk out again just like that.
- Again pick up al all Weapon Schematics but nothing else.
- Repeat until you have only 1 free slot left in the backpack.
- According to video comments there should nowadays be a panel inside the big container, which you can either overload or give the Arc Cutter treatment to get out of the big container. You can then deposit your stuff into your ship inventory, then go back into the container and start the process again without the need to search for a new mission.
- Alternative ways how to escape are 1) log in to Horizons; or 2) wait several hours until the big containers have despawned.
- You may also pick up the item you need for the mission. This will end the farming session because containers will now no longer respawn.
- Video from April 2021 showing how to use E-Breaches.
- Industrial and military settlements have the best materials for upgrading weapons.
Settlements
Overview
This section is about Odyssey Settlements which were designed for on-foot gameplay. There are also Surface Settlements, which appeared in ED Horizons and were designed for gameplay with SRVs. Surface Settlements do not feature any on-foot content, in particular no buiding interiors.
This section has only some general information about Odyssey Settlements. Consult the ED wiki article for more details.
Settlement and building types
Settlement types
- Settlements have a type: Tourist, Agriculture, Military, Industrial, Extraction and High Tech.
- For each settlement type a finite amount of layouts exists how the settlement buildings are arranged on the ground. The ED Odyssey Map Guide, or ED OMG, has an overview of each layout. The original ED OMG website is no longer available, but an offline version can be downloaded from GitHub.
The most important building types are:
- Command Centre (CMD): Likely to contain the Alarms console and other security controls.
- Power Centre (PWR): Houses the reactor that provides the energy for the settlement. Shutting down the reactor will disable the settlement's security systems.
- Habitat (HAB): Resting area for personnel when they are off-duty. Requires no security clearance, anyone can enter. Usually has many lockers that can be looted relatively easily.
- Research (RES). A good source for high-end materials.
- Storage (STO). A warehouse that usually has quite a few containers and also lockers.
NPCs
- NPCs can be categorised into security personnel (guards) and normal personnel (technicians, administrators, researchers).
- Guards occasionally scan the player for illegal activities.
- Non-guards will just observe, but are otherwise passive.
- The radar in the HUD has a red circle. NPCs who are outside of this red circle will basically ignore the player, because they are out of observation range! For instance:
- Guards will not stop the player for scanning.
- NPCs will not react to illegal activities even if they are looking in your direction. If you take out your weapon, for instance, an NPC will not become hostile, thus allowing you to shoot the NPC from a safe distance.
- All NPCs are armed, but non-guards only have a pistol.
- NPCs have a security level. See next section.
Sentries
- Sentries do not become hostile if they are near you and you perform an illegal activity (e.g. you shoot an NPC).
- Sentries only become hostile if they are alarmed.
Security
- When asked by a guard to submit to a security scan the player must stand still, or the guard will trigger the alarms and start shooting.
- It is therefore advisable to not take a jump when guards are close by, otherwise a guard may initiate a scan right at the moment you jump. This is then likely to take you out of range of the guard, which they will consider as an attemt to escape, so they will become hostile.
- When a guard finds something illegal during the security scan, the guard will immediately trigger the alarms and start shooting. Illegal are:
- Having stolen goods in the backpack.
- Having an E-Breach (which is an illegal consumable) in the backpack.
- Having an illegally acquired security level.
- Having a bounty on your head.
- Becoming clean
- A security scan takes a short amount of time. If the player somehow manages to "become clean" before the scan ends, the guard will not become hostile.
- A typical case is dropping an illegally acquired security level - there is even a control binding for this drop action.
- Becoming clean even works when the player drops a stolen item on the ground right in front of the guard.
- When any NPC (i.e. not just guards) observes the player in certain situations that are illegal (e.g. having a weapon drawn), the NPC will warn the player if it is the very first time that this happens and the player has a couple of moments to rectify the situation (e.g. holster a drawn weapon). If the player does not react fast enough, or if this is the second time that this happens, then the NPC will trigger the alarms and start shooting. Illegal situations:
- Having a weapon drawn. The player can holster the weapon to rectify the situation.
- Having the Energylink or Profile Analyser tool drawn and its illegal mode turned on. The player can holster the tool or turn off the illegal mode to rectify the situation.
- Being in a restricted area. The player can leave the restricted area to rectify the situation.
- When any NPC (i.e. not just guards) observes the player performing an illegal action, the NPC will immediately trigger the alarms and start shooting. Illegal actions:
- Attacking someone.
- Cloning a security profile.
- Overloading an airlock, door or console.
- Applying an E-Breach.
- Opening an airlock, door or locker with the Arc Cutter.
- Accessing a console protected by a security level (e.g. to turn off the alarms).
- Removing an item from a Sample Containment Unit (even though the item is not illegal once it is in the player's backpack).
- Stealing an item.
- When any NPC (i.e. not just guards) observes something that resulted from an illegal action, and they later see the player, they immediately know that the player was responsible and become hostile, even though they didn't observe the player performing the action. Examples:
- They see a dead body.
- They see an airlock, door or locker that was forcefully opened with the Arc Cutter.
- TODO: Also suspected but needs to be verified: They see an empty Sample Containment Unit.
- TODO: Verify that NPCs become hostile on seeing the player even when not near the scene of the crime.
- Downloading an illegal piece of data from a data port will automatically trigger the alarms, i.e. no observation by an NPC is needed.
Security levels
- There are security levels 0-3 which protect certain things in a settlement:
- Airlocks and doors inside buildings can only be opened by someone with the appropriate security level (or higher).
- Consoles can only be interacted with by someone with the appropriate security level (or higher).
- When interacting with terminals, certain information is hidden unless the player has an appropriate security level (or higher). For instance, the location of the Alarms console is not indicated, or the 4-digit codes protecting lockers and containers are not shown.
- When a player enters a settlement they have security level 0, which means they are barred from entering most buildings. The exception are Habitat buildings whose airlocks and doors usually have security level 0.
- To circumvent the protection of a security level a player has these options:
- Airlocks and doors protected by a security level may be opened/accessed by using the Energylink tool's illegal Overload mode.
- Airlocks and doors open for NPCs with the appropriate security level. When that happens the player may try to walk in. If the area on the other side of the airlock/door is not a restricted area then this is perfectly safe even if a guard observes the player.
- Consoles protected by a security level may be accessed by using an illegal E-Breach.
- To increase their security level, a player has these options:
- A player may clone the security profile of an NPC (alive or dead) by using the Profile Analyzer's illegal Profile Cloning mode. Having a cloned security profile is illegal, also the cloning itself is an illegal action. Cloning can be done stealthily if no one - including the cloning target if it is alive - observes the action. This means the player has to do the cloning while the cloning target has turned their back because the range of the Profile Analyzer in Profile Cloning mode is lower than the NPC observation range. Note: The Profile Analyzer also works when looking through windows, i.e. the player can clone a security profile of an NPC while not being in the same room. Cloning a security profile that is lower than the player's current security level does not downgrade the player's security level.
- A player may be granted a higher security level by a mission. Whether or not the security level thus granted is considered legal or not is determined by the mission. One example of such a mission type is the Power Restoration mission where the player is given a legal security level 3 in order to be able to enter the Power Centre and turn on the reactor.
- Airlock and door authorisation scans
- Most if not all settlements have an Authorisation Scanner console, usually in some place that is difficult to reach. If a player can reach this console, they may access it to turn off the automated authorisation scans performed by airlocks and doors in the entire settlement.
- The effect is that all airlocks and doors in the settlement will now automatically open for the player, but also for NPCs, regardless of their security level.
- If an NPC observes the player turning off authorisation scans they will turn hostile, but once the scans are turned off nobody in the settlement will care about airlocks and doors no longer performing the scans, so the player is then free to legally enter all buildings and rooms of the settlement. The only exception still are restricted areas.
- Important: Having authorisation scans disabled does not convey a security level to the player. All things besides airlocks and doors that are protected by a security level are not affected by disabling authorisation scans. For instance, the player will not be able to see restricted information when accessing a Terminal.
- Restricted areas
- Inside buildings the player may encounter single rooms, or multiple adjacent rooms, that are marked as restricted areas. The player may never enter these areas legally, i.e. security level is irrelevant and only NPCs are allowed in these areas.
- The player may enter a restricted area if they are not observed by any NPCs.
- NPC behaviours when the player has an illegally obtained security level (e.g. a cloned security profile)
- When any NPC (i.e. guards and non-guards) observes the player without scanning they do not care.
- When a guard scans the player they detect the illegal security level and become hostile.
Alarm mechanics
TODO What effects does it have if the alarm is raised, and how can it be prevented.
- Disabling alarms does not prevent NPCs from calling for help from other NPCs that are already on site.
- If the alarms are not raised, skimmers, ground turrets or settlement defences will not attack you when they "see" you leaving the grounds with stolen goods.
Depressurizing buildings
Depressurizing a building is intended to put out fires inside the building. Some notes:
- Depressurizing a building does not kill the NPCs inside the building.
- Depressurizing a building does not trigger any alarms.
- It will not cause NPCs to become hostile later on when they see the player, even when they scan the player.
- It does not open airlocks or doors as one might expected.
- TODO: Do NPCs become hostile when they see the player depressurizing the building?
- TODO: Does weapon noise now occur as in a depressurized environment?
Odds and ends
Some odds and ends observations that I made that didn't fit in anywhere else, and that in some cases would be worth investigating more closely to deduce a general rule.
- Data items can be dropped from the backpack inventory, but they will disappear and cannot be picked up again.
- I once accidentally threw a Frag grenade in an empty building after I had already disposed all NPCs inside the building. All airlocks were closed. The explosion did not attract the guards from outside the building. I'm not sure, though, if the guards' distance from the building plays a role.
- I disabled the settlement alarms. I then stole an item from a containment unit. Everyone became hostile, but I didn't shoot anyone. I escaped from the settlement, then recalled my ship. I was horrified to see that the ship landed at the settlement's landing pad, but nothing happened. So I ran back to the landing pad and boarded the ship. As soon as I had boarded the settlement defenses started to shoot at the ship. I was then able to take off and escape.
- When I was observed leaving a restricted area by a researcher after they had already given me a warning, everyone went hostile, but I was able to escape unobserved. Nevertheless I received a fine.
- When I killed someone inside a building with my silenced sniper rifle, people were coming and starting to investigate even though they should not have heard the shot and the body was not on their patrol route. I was eventually overwhelmed because I failed to kill the investigators quickly enough to prevent them from raising an alarm. TODO: What happens if I can hide? Will the investigators eventually leave?
- When you jump high and then land hard you will take damage., it will deduct a bit from your health. If you put the shields on then no health is deduced. Tried on a 0.47g world.
- Once you have scanned an NPC, they will remain visible on your radar even when they are out of sight or behind closed airlocks, doors or walls. This is super useful for remaining aware where NPCs are without having them directly in your field of view.
- If you die while on foot and your SRV is deployed, but the ship dismissed, the SRV is destroyed and you respawn in the ship in orbit.
- If you log out in a settlement when the alarms have gone off while you don't have an SRV and the ship is dismissed
- You respawn at the most recent station you were docked at.
- The ship stays at the planet of the settlement.
- To rejoin the ship you have to take an Apex Shuttle to travel back to the settlement. This can take a long time if the planet is far away.
- When you kill an NPC in a settlement that is controlled by a non-Anarchy faction, you will get a bounty even if no one is watching!
- When you kill someone inside a building without a silenced weapon, even NPCs outside of the building will hear it and come to investigate.
- Quite often when you complete the objective of a mission, a new set of scavengers/pirates/enemies will spawn - regardless of whether or not you already had to fight a previous set of enemies. As a consequence, be sure to not recall the ship too early.
- How to use an E-Breach
- Transfer it from the ship or SRV inventory to the suit backpack.
- When you encounter something that can be hacked, the options dialog will tell you to use the secondary interact button (F in my case) to apply the E-Breach.
- Press the secondary interact button AND KEEP IT PRESSED for the duration it takes for the hack to complete.
- How do I access my backpack when on foot?
- Press & hold the key mapped to open the so-called "Insight Hub" (I have re-mapped this from the default Q to H).
- Cursor down will navigate to the backpack option.
- Press the Enter key.
- What is a Ship Data Core? I see this sometimes when I'm approaching a crash site in my SRV when I'm on some sort of mission. This is something from Horizon, not from Odyssey. It can be scanned with the SRV's data link scanner.
- How do I kill on-foot NPCs with ship weapons? Equip a Missile Rack module which fires Dumbfire Missiles.
Settlement raiding
Useful links
- [1] Video from November 2024 by CMDR Exorcist.
- [2] Video from January 2025 by CMDR Exorcist. This expands on the previous video with details for inexperienced players. Specifically this shows how to use an SRV to kill settlement guards.
- [3] Video from February 2025. This focuses on how to unlock all the engineers needed for fully upgrading an Artemis suit for Exobiology use. The recommendation is to take the route to Colonia and perform the upgrades there, because fewer engineers need to be unlocked there and the unlock requirements are fewer due to Colonia's out-of-the-way location. The materials for the actual engineering modifications can - and should - be gathered in the bubble, though, simply because the opportunities are more plentiful there.
- [4] Video from April 2022 by CMDR Buur. A guide on how to get started with on-foot combat and raiding settlements.
- [5] Video from August 2023 by CMDR Buur. This is a guide to gathering on-foot materials without combat. It relies on looting abandoned settlements, which at the time the video was created existed due to the still ongoing Thargoid war. When I tried the method in April 2025 I did find an apparently abandoned settlement, but all containers and lockers in that settlement were empty. It's unclear whether this happened by some mistake of mine, or whether abandoned settlements nowadays always are empty. Regardless, the video is still useful to learn the mechanics of powering up (and down) the reactor of a settlement.
- [6] Video from July 2023 by CMDR Buur. This guide shows how to use stealth sniper tactics to eliminate guards without direct combat. In the video a fully upgraded and engineered Maverick suit and Executioner sniper rifle is used.
- [7] Video from August 2023 by CMDR Buur. Showcasing direct combat at a settlement with a fully upgraded and engineered Dominator suit and Karma AR-50 weapon.
General tips
- Use Inara to find a settlement with the right properties
- In general you will want to find Anarchy settlements (i.e. settlements whose controlling faction has the government type Anarchy), because there you don't incur bounties for killing guards.
- In general you will want to find settlements that are not Military Installations, because Military Installations have more defensive capabilities (e.g. skimmers can be of the heavily armored type S9 Goliath instead of the much simpler S4 Sentry).
- Have a supply of E-Breaches in your ship/SRV inventory in case you need them.
- Dismiss the ship before starting combat so it can't be attacked. If anything goes wrong you will then respawn in your ship instead of in a detention centre light-years away.
- The red circle in the minimap is of vital interest whenever engaging in any illegal activities: NPCs outside that circle are not interested in the player because they are not in observation range.
- To reset the settlement you have to board your ship and go into supercruise, then come back. If you just log out and log back in, then everything will be reset, too, but there are no goods or data to be looted.
Raiding an abandoned settlement
An abandoned settlement has no personnel, hence also no guards, and consequently is an easy target for looting for players like me who dislike shooting and combat. Alas, the game sometimes spawns other scavenger NPCs that attack you, but I find these are easier to deal with than an entire force of settlement defences which may include skimmers and turrets and - if things go wrong and alarms are raised - reinforcements from outside of the settlement.
Finding abandoned settlements
- According to a note in video [5], abandoned settlements can be found by looking for minor factions that are in one of these states:
- Infrastructure Failure
- Civil Unrest
- Terrorist Attack
- Inara search can be made with the following criteria:
- Near star system = <Your current system>
- Station type = Surface Settlement (Odyssey)
- Station owner properties
- Government = Anarchy
- Minor faction state = Any one of Civil unrest, Infrastructure failure, Terrorist attack
- Example Inara Search URL. You will need to change the "Near star system" search criteria.
- April 2025: I have indeed been able to find such a settlement for a Civil Unrest faction, but all containers and lockers were empty. Several comments in video [5] indicate the same experience. One comment hints at a known bug in the Asendancy update.
This is summary of video [5].
- Obtain a Power Regulator. The easiest way is to start an Odyssey Power Restoration mission, which will give you the Power Regulator needed to complete the mission, then abandon the mission. You will get a fine which you can pay off, but you get to keep the Power Regulator.
- 3 E-Breaches are needed per raid: One to interact with the Power Center console, one to interact with the Authorisation Scans console, and a third to interact with the Settlement Alarms console.
- Deploy the SRV and drive into the settlement, ideally close to the Power Center.
- Disembark and transfer the Power Regulator and 1 E-Breach to your suit backpack.
- Enter the Power Center
- Use the Arc Cutter to open the maintenance panel of the Power Center airlock.
- Use the Energylink in Overload mode to open the door.
- Power up the reactor
- In the Power Center interact with Regulator Housing to transfer the Power Regulator.
- Use the E-Breach on the Power Center console. Wait for a moment until the Power Center console becomes available.
- Interact with the Power Center console. The reactor comes online after a moment of waiting.
- Go back to the SRV and get 2 more E-Breaches.
- Gain access to all buildings
- Use any Terminal to locate the Authorisation Scans console. Usually this will be in the Security Center room in the Command Centre, but in some settlements there is no Command Centre building, so the console may be located elsewhere.
- Find the building with the console.
- Again use the Arc Cutter + Energylink tools to get through the airlock.
- Find the Authorisation Scans console.
- Use an E-Breach on the Authorisation Scans console, then interact with the console. This will unlock all doors that would otherwise require a security level to enter.
- Disable alarms
- Usually the Settlement Alarms console is in the same room as the Authorisation Scans console. If it is not, use the same routine as before to locate it.
- Use an E-Breach on the Settlement Alarms console, then interact with the console. This will disable all alarms.
- This step is needed to be able to download illegal data from Data Ports without raising an alarm. If the alarms are not disabled, an illegal download will trigger an alarm and summon reinforcements from outside the settlement.
- Loot!
- Retrieve Power Regulator
- Go back to the Power Centre and interact with the Power Center console. This initiates the reactor shutdown. The reactor shutdown takes several minutes to complete.
- When the reactor has shut down, interact with the Regulator Housing to retrieve to Power Regulator.
- Leave the settlement, then go to supercruise for a moment to reset everything. Afterwards you can comeback and restart the routine.
Raiding a settlement during Power Restoration mission
TODO: Find out whether there are any NPCs in a settlement without power. I suspect there are none, making some of the points below irrelevant.
The goal of a Power Restoration mission is to power up the reactor of a settlement. Because Power Centres are always protected with security level 3, the mission provides the player with security level 3 clearance so they are able to enter the Power Centre building. Obviously the player can take advantage of this before or after the power is restored, to legally access all restricted areas and consoles.
Before power is restored:
- The alarms and doors are not functioning.
- NPCs are inhibited from doing their patrols because of closed, non-functioning doors, so if the player manages to get into a building they may be safe from being observed stealing stuff.
- However, to get into buildings the player has to open maintenance panels and Overload door mechanisms, which are illegal actions. The player must therefore make sure to not being observed by NPCs while breaking in. If an NPC does observe these actions, they will fail to raise the alarms, but will still start shooting at the player.
- Performing illegal downloads is safe because the alarms are not functioning. To make this possible the data port first needs to be powered up with the Energylink tool.
After power is restored:
- The alarms and doors are now functioning.
- Because of the granted security level 3, the player may move around the settlement as they like.
- However, illegal actions still remain illegal actions, so the player must take care to not being observed while stealing stuff.
- The player may disable the alarms legally.
Opening containers with electronic locks
These can only be opened in two ways:
- By entering the 4-digit code.
- By using an E-Breach on the electronic lock.
In a settlement it is more efficient to use an E-Breach on a Terminal to get full access to all the 4-digit codes of all containers and lockers. Write down the 4-digit codes for the containers. For the lockers it's usually not worth to deal with the 4-digit codes because lockers can be opened with the Arc Cutter tool. Note: An unconfirmed note on video [5] states that the 4-digit codes in a settlement do not change between resets, i.e. when you leave the settlement and go to supercruise, to return for another raid.
Killing settlement guards with the SRV
This section is a summary of video [2].
Pilot Equipment
- Maverick suit, because of Arc Cutter
- Manticore Executioner
- Manticore Tormentor
- Some E-Breaches, in case you can't grab a level 3 authorization (unlikely since you're going to kill everybody).
Ship
- Anything small to medium.
- Modules are irrelevant, except a vehicle hangar with a Scarab SRV.
- Don't use the Scorpion SRV because the gun is inaccurate. If you still want to try it out, it can be bought in systems with Military economy.
Inara
- Use Inara to find a settlement. See the "General Tips" section above for details.
Phase 1
- Dismiss the ship so it can't be attacked.
- Use the SRV to take out NPCs.
- 2 pips to SYS, 4 pips to WEP, 0 pips to ENG.
- Switch to turret mode.
- Position yourself outside the settlement, don‘t drive in!
- Kill the sentry skimmer => Alarms go off.
- Wait for reinforcements to come to you, then kill them one by one.
- Drive around as needed to kill more skimmers, or back away from incoming troops while keeping shooting at them from a distance.
- Troops can also be killed by driving at them full speed!
- Watch the shield status. If needed temporarily give 4 pips to SYS to recharge faster. Also drive away and disengage from combat if needed to let the shields recharge.
- Because the alarms went off, eventually 1-2 ships may arrive and deploy reinforcement troops.
- The SRV ammo should be sufficient to deal with everyone.
Phase 2
- Disembark and start entering buildings.
- Turn on suit shields.
- Use Arc Cutter + Energylink to get into buildings, also into lockers.
- Reinforcement troops may give level 3 authorization, so cloning their identities may also be a good start. If not, then clone an identity later from someone in the buildings.
- There may still be combat troops inside buildings, also non-combatants.
- 2 shots from a G1 pistol should be enough to kill anyone without shields.
- Someone with shields: Use a grenade.
Raiding settlements with sniper tactics
This section is a summary of video [6].
Pilot Equipment
- Maverick suit, because of Arc Cutter
- Manticore Executioner
- Manticore Tormentor
- Some E-Breaches, in case you can't grab a level 3 authorization (unlikely since you're going to kill everybody).
Ship
- Anything small to medium.
Inara
- Use Inara to find a settlement. See the "General Tips" section above for details.
Method
- Dismiss the ship so it can't be attacked. If you want to leave it where it is, put 4 pips on SYS before you disembark, to maximize the ship's shield strength.
- Jump on a central roof and crouch.
- Only now draw the weapon.
- Kill all guards. No head shots are needed, body shots are ok. Only shoot when they are not alerted because then they don't have their shields on
- Clone the security profile from the corpse with the highest security level.
- Find the location of the Alarms console, then go there and turn off the alarms. Usually the Alarms console is in the Command Centre, but it can also be located elsewhere, depending on the settlement layout.
- When entering a building, crouch in a corner, turn on the shield and shoot NPCs as they come at you. Reload at every opportunity.
Missions
Restore or Reactivation missions
The best missions for getting a lot of loot are Restore missions, or Reactivation missions. These missions require that you travel to a settlement that has no power and no personnel. Once you power up the settlement reactor (and deal with any scavengers that might arrive) you can freely loot the entire settlement.
Notes:
- Be sure to disable the Alarms after the reactor is online, but before downloading anything that is illegal from a data port. Reason: An illegal download will trigger the alarms even with no personnel present on site, hence you would have to fight the reinforcement troops that are called.
- To find these missions, search Inara for factions that are in a negative state like "Bust" or "Civil War".
- The faction that gives the mission does not need to have an Anarchy government, because you are not killing any of the faction's NPCs. Scavengers do not belong to any faction, hence killing them does not put a bounty on your head.
Covert Theft / Covert Heist missions
Terms:
- Covert = Don't trigger alarms.
- Theft = Take some item from a container or locker or download something from a data port. This may be achievable without disabling the alarms, in case you can get to the container/locker undetected.
- Heist = Take some item from a containment unit. Taking an item from a containment unit always triggers an alarm, regardless of whether an NPC observes you doing so. So to succeed with a Covert mission you MUST disable the alarms first.
General notes:
- Obviously it is preferrable to do these missions in Anarchy settlements so you don't get a bounty on your head when you shoot someone - and trust me: eventually you will be very willing to shoot just to get it over with.
- However, in my case I simply completed the missions in a system where I could get them.
Claim 1: Deactivating the containment unit is not illegal, nor is taking the item from the containment unit, so if an NPC sees you do these things that's not a problem.
- I did not test what happens when you deactivate the containment unit while an NPC watches you. TODO: Test.
- But if they see you when you stand next to the containment unit when it's opening, they will become hostile!
Claim 2: Having the item in your backpack that you previously took from a containment unit is not illegal. A guard can scan you and there won't be trouble.
- True.
Claim 3: Deactivating the containment unit takes 3 minutes.
- True.
Claim 4: As soon as the containment unit is open, any nearby worker will walk over and try to close it again so the 3 minutes are wasted. Opening the unit takes a few seconds in which this can happen.
- True
Various notes
- On-foot missions can be turned in from the missions screen of station services, i.e. you don't have to disembark to the station's Concourse to turn in missions. Picking up on-foot missions only works at station Concourses, though.
- I once completed a Takedown mission and did not get a bounty for killing the NPC which was the mission target. Because I did the killing with a sniping rifle, there were no repercussions whatsoever and I was able to leave the settlement unmolested.
- At one point I did not complete at least one illegal mission, but I didn't get a fine. TODO: Does this always (not) happen, or is it tied to the mission giver being from an Anarchy faction?
- I had a mission that said "Alarms must not be raised". I disabled the Alarms and then got killed. The mission failed. TODO: Verify that this is true.
- A mission that says "Get <something> from an evacuated site" will send you to a settlement that is without power and personnel, i.e. an ideal "loot everything" mission.
- When you see a mission that provides an that you really want, you should not negotiate for a higher mission reward, because even when the negotiations are successful the result may be that the mission provider replaces the desired reward with a reward that gives credits or influence.
Conflict Zones
There are also conflict zones for ship combat and on-foot combat. This section is about on-foot, or ground conflict zones (CZ).
See the ED wiki article.
Threat level
The Frontline Solutions desk in a station's Concourse is the only place where you can see the threat level of a ground conflict zone.
Important: Do NOT confuse the threat level of a conflict zone with the threat level that is shown for a settlement in the System Map! These are two different things. The threat level in the System Map probably refers to the amount of security that is present when the settlement is not the site of a conflict zone.
Some notes:
- The threat level of a conflict zone is basically the difficulty of the fighting, i.e. how strong the NPCs are.
- The higher the threat level the larger the payouts for the combat bonds that you earn during the fighting.
- The conflict zone threat level is also important when unlocking the on-foot equipment engineer Hero Ferrari. Note that doing the same conflict zone more than once will not count as progress towards unlocking Hero Ferrari.
Gameplay
- There are two sides pitted against each other in on-foot combat in and around the grounds of an Odyssey settlement.
- Both sides start out with a reserve of 1000 points.
- While a side still has more than 0 (zero) reserve points there is a continuous stream of reinforcements coming in for that side. Reinforcements are brought in at time intervals via a dropship. Each dropship brings a squad of new troops.
- When the reserve points drop to 0 (zero) for a side, no more reinforcements can come in anymore for that side. Only the troops that are still alive for that side remain.
- The fight ends when no more troops are alive for one side.
- The reserve points for a side deplete in two ways:
- 5 points are deducted every time someone from that side is killed.
- 50 points are deducted every time the opposing side captures a control point and holds it until the control meter reaches 100%.
- Control points
- In total there are 6 control points scattered throughout the settlement grounds. The control points are referred to in the HUD and also by the in-game NPC voices as Alfa, Bravo, Charlie, Delta, Echo, and Foxtrot.
- Only 3 of the 6 control points are active at any time.
- When a control point becomes active this is announced by the NPC voice that is your side's battle coordinator. The control point is also indicated by name on the player's radar.
- When a troop of a given side enters the area surrounding the control point they capture the control point for their side. This is announced by the NPC voice of the battle coordinator, and it is also indicated on the player's radar by showing the control point name in green (if captured by the player's side) or red (if captured by the opposing side).
- While a troop that is alive remains within the radius surrounding the control point, a control meter increases from 0% to 100%.
- TODO: Describe how a control point can be contested. For instance, what happens if someone from the opposing side enters the control point zone? Will the meter continue to increase or does it stop? What happens if all troops of the capturing side leave the control point zone, or are killed, but no one from the opposing side enters the control point zone?
- Once the meter reaches 100% the control point is fully captured and becomes inactive. Shortly after a new control point will become active.
- Respawning
- If the player is killed they will respawn in a dropship some distance above the planet surface. They have then to wait while the dropship descends. When the dropship is close to the surface they are dropped to to ground and can re-enter the battle.
- If the player's side has 0 (zero) reserve points left, they will respawn in a dropship but have to wait until combat ends. What happens after that is not fully investigated. What I do know is that if the player has dismissed their ship and they have no SRV on the ground, they will respawn in their ship.
- Winning
- When the player's side wins and they are on the settlement grounds they can access a screen with some information about the battle.
- TODO: What happenswhen the player's side wins and they are still in a dropship?
- Resources
- The player must manage several kinds of resources: Ammunition, energy, health and grenades and similar combat equipment.
- Ammunition boxes are scattered throughout the settlement from which the player can restock an infinite number of times.
- Recharge points are scattered throughout the settlement from which the player can replenish their suit energy (mostly needed for powering the suit's shield).
- Health can be replenished by consuming a Medkit. A number of cases that contain 4 Medkits are scattered throughout the settlement. Overall the number of Medkits is limited. TODO: Do the cases refill if the player is killed?
- Cases with grenades, shield projectors and shield disruptors (?) are scattered throughout the settlement. AFAIK these also form a limited supply, same as Medkits.
How to go to a ground conflict zone?
- On the concourse of a station, go to the Frontline Solutions desk and enlist for one side at a given settlement. Frontline Solutions will then schedule a dropship that transports you to the settlement, and back to the station after combat ends. Dropship transport is carefree, but takes a long time.
- Fly to the conflict zone in your own ship. See the following sections on what options you have in this case.
How to return to the station after combat has ended
If you flew to the conflict zone in your own ship:
- If your ship is still alive: Obviously you have to fly back in your own ship.
- TODO: What happens if your ship was destroyed?
If you were transported to the conflict zone by a Frontline Solutions dropship shuttle:
- Once combat is over and your side won and you are still on the ground and alive: After you press the button to see the aftermath screen, pressing the button again will instantly auto-board you to the dropship and will fly you back to the station. This is super unintuitive, and nothing in the in-game UI tells you how this works.
- TODO: How does it work if you are still on a dropship when combat ends (regardless of whether your side won or lost)?
How to pick a side
- As already explained in a previous section, you can enlist to fight for one side at the Frontline Solutions desk in a station's Concourse.
- When you approach the settlement in your ship or in an SRV, the HUD will show you the two sides in the Comms panel (top-left of the screen). You can choose a side from there by activating the Comms panel with whatever key you have bound to it (in my case "4") and then select the side.
- TODO: When you approach the settlement on foot you theoretically should be able to choose a side as well, but I have not found out how to do this. I tried to use the Comms Panel (bound to "P" in my setup, but not bound at all by default), the "Interact" action (default "E", with my mapping "I"), and the Insight Hub.
- Finally, you can just wander into the settlement and shoot one of the NPCs. The game will automatically place you on the side opposing the NPC that you just attacked. The problem with this approach is that you don't know which side you will choose, because the HUD does not tell you the faction to which the NPC belongs. As long as you don't intend to fight for a particular side, this is the simplest and most efficient method to take sides.
Restarting the conflict zone when flying to the conflict zone in your own ship
If your side won the battle and you were on the ground when the battle ended:
- DO NOT LOG OUT WHILE STILL ON FOOT!
- If you do this, then when you log in again you will spawn at the Concourse of some station while your ship will still be in orbit of the planet where the ground conflict zone settlement is. TODO: Which station do you respawn at? Probably the station that you last docked at with the ship.
- To rejoin your ship you have to sign up for a side at the Frontline Solutions desk and then take a dropship shuttle to the ground conflict zone settlement, which takes ages!
- Note that you can't take a civilian Apex shuttle (e.g. to avoid having to take sides) because the settlement is a site of combat.
- If you have dismissed the ship: Recall the ship, enter the ship, then log out and log in again.
- If you have parked the SRV nearby (see "the SRV method" below): Enter the SRV, then log out and log in again.
- Of course you can also fly your ship out of the settlement instance and re-enter the instance, but this takes much longer than just logging out and logging in again.
If you are on a dropship when the battle ended (regardless of whether your side won or lost):
- If you have dismissed your ship: You will respawn in your ship in orbit. You can now fly back to the settlement and start the conflict zone again in your preferred method.
- TODO: What happens if your SRV is still on the ground, and/or your ship is not dismissed?
Safety tips when flying to the conflict zone in your own ship
- Whatever else you do, dismiss your ship before entering combat. Not dismissing your ship exposes it to the danger of being destroyed by combat means, or when you are killed and respawn in a dropship that is far above the planet surface and too far away from your ship.
- You can pick a side for a ground CZ at the Frontline Solutions desk in a station's Concourse. You can then ignore the dropship shuttle and just fly to the settlement in your own ship. This is not advisable because enemies will fire on your ship as you approach. Note that if you log out and then log in again while still on the ship, the side you picked at the Frontline Solutions desk will be cleared.
- You can pick a side from the Comms panel while you are still in the ship and are approaching the settlement. Again, this is not advisable because your ship may already be attacked while you are still trying to land.
- Land with your ship close to the settlement. Pick a side from the Comms panel only after landing. In my experience this is safe, because even should someone fire at your ship immediately after picking a side, you should be able to quickly disembark and dismiss your ship before any damage is done. If in doubt, make sure to put 4 pips into shields.
- What is sometimes called "the SRV method" works like this:
- You land the ship, disembark in the SRV and dismiss the ship.
- You then park the SRV somewhere close to the settlement, but not so close that roaming enemies will start attacking it. A good spot is behind a ground cannon.
- Pick sides either while still in the SRV (from the Comms panel) or disembark and randomly pick a side by shooting an NPC.
- The problem with this method is that when you get killed, and you respawn in a dropship that is still far above the planet surface, your SRV is destroyed! Presumably this happens because a certain maximum distance between you and your SRV was exceeded.
Handing in combat bonds
While you fight in a conflict zone you continuously earn combat bonds. You can hand these in
- At the Combat Bonds contact in station services (i.e. you don't have to disembark to the station Concourse).
- At the Frontline Solutions desk of a station's Concourse).
Settlement layouts
Overview
This section collects the notes that I took while I was gathering materials that I needed to engineer suits and weapons. The notes are grouped by settlement types, and within by settlement layouts, mirroring the organization and layout numbering system of OMG (see next section). The section for a given settlement layout is structured like this:
- One or more examples of settlements in the game that match the settlement layout, so that one can visit and gather more information.
- A list of the consoles and data ports the settlement has, and where they can be found. If a settlement has multiple instances of a building or building section (e.g. multiple Habitat buildings), then the numbering reflects the order in which the building or building section is listed in the Terminal.
- Any notes I found worthy of recording about the settlement. Typically the notes revolve around the task of disabling the Alarms console.
Note: In-game the shown settlement type sometimes does not match the OMG settlement type. One known place where there is a mismatch is the System Map. Here is a mapping:
- In-game "Research" = OMG "High Tech"
- In-game "Mining" = OMG "Extraction"
Elite Dangerous Odyssey Map Guide
The "Elite Dangerous Odyssey Map Guide", frequently abbreviated OMG, has images of all settlement layouts in the game, complete with annotations which building is which (e.g. PWR building is here, CMD building is there), where the Alarms console is, and helpful tips such as where you can get authorisation level scans or how the route inside a big building complex looks like.
Alas CMDR Quizengine, the OMG author, has passed away and there is currently no officially accepted online version of OMG around. I've read about at least one commander who is hosting a copy of OMG somewhere in his personal web space, but I consider that to be unofficial. CMDR Quizengine had the foresight to put up a copy of OMG that can be downloaded so that the local copy of the HTML files can be viewed with any browser.
OMG homepage: https://github.com/Quizengine/OMG
Agriculture settlements
Layout 1
Examples:
- Jung Botanical Nursery
Locations:
- TODO
Notes:
- TODO
Layout 2
Examples:
- Fay Hydroponics Facility
- Sargent Agricultural Holdings
- Altadonna Agricultural Range
Locations:
- Settlement Alarms Console: Power Centre > Power Plant
- Authorisation Scanner Console: Power Centre > Power Plant
- Habitat Data Port 1: Habitat > Cabin
- Enviromental Regulation Unit 1: Agricultural Production > Processing 2
- Agricultural Data Port 1 1: Agricultural Production > Processing 2
- Sample Containment Unit 1: Agricultural Production > Processing 2
- Sample Containment Unit 2: Agricultural Production > Processing 2
Notes:
- You can walk into to the Agriculture Dome just by following someone with the appropriate authorisation => there is no restricted area
- To get into the Power Centre building you need level 3 access. You can clone that from one of the researchers in the Agriculture Dome. Just observe the paths of the two NPCs.
- One guard's patrol leads in front of the Power Centre building, so you have to time suspicious activities while they are not present.
- Inside the Power Centre is a restricted area.
- The Alarms console is on an elevated pad with stairs leading up from two sides. Two NPCs are walking up and down these stairs, one on each side. It seems quite impossible to sneak up and disable the alarms undetected.
- This video by StealthBoy shows how to: https://www.youtube.com/watch?v=v-3P5d_IdPA
- Enter from the side door
- The NPC going up/down the stairs nearest to that door only has 2 patrol points: One downstairs and one upstairs, and when upstairs they will face away from the Alarms Console when they pause.
- The other NPC will look at the alarms panel when they stop upstairs.
- Make sure to scan both NPCs so you can always see their position on the radar.
- Wait until the two NPCs chat with each other - observable by looking at the grey dots on the radar.
- Wait more until they both wander down their respective stairs.
- Wait MORE until they have completed their patrol point at the bottom and turn to go back up the stairs.
- Crouch and follow the nearest NPC up the stairs, staying very close. Stay on the right side of the stair.
- At the platform, sneak past the NPC, and turn the alarm off while staying crouched.
- Immediately sneak back down the stairs while still crouched.
- If you need to turn off the power, then you can very quickly go to the Power Regulator console and disengage it to cut the power. You may need to stand up to do so, but the other NPC should no longer be looking.
- Immediately sneak out of the restricted area while still crouched.
- If you need to take the Power Regulator, the video has more tips how to do this.
Layout 3
Examples:
- Desphande Horticultural Holding
Locations:
- Laboratory Data Port 1: Agriculture Production 1 > Laboratory
- Agricultural Data Port 1: Agriculture Production 1 > Hydroponics 1
- Enviromental Regulation Unit 1: Agriculture Production 1 > Hydroponics 2
- Sample Containment Unit 1: Agriculture Production 1 > Hydroponics 2
- Agricultural Data Port 2: Agriculture Production 2 > Processing (upstairs)
- Settlement Alarms Console: Power Centre > Power Plant
- Authorisation Scanner Console: Power Centre > Power Plant
- Laboratory Data Port 2: Power Centre > Laboratory
- Habitat Data Port 2: Habitat 1 > Cabin
- Habitat Data Port 1: Habitat 2 > Cabin
- Habitat Data Port 3: Habitat 3 > Cabin
Notes:
- On an Activate mission, to find the Alarms console: Enter the Agri Building, go through the first door, up two short stairs, turn left as soon as possible, head straight through many doors until you reach the Power Centre.
- There is only 1 guard patrolling outside. They have level 1 access - this will only get you into the building, but not through the level 2 doors inside.
- So it's best to get the level 3 access through a window in the Power Centre building.
- Navigate through the upper floor, then don't go straight left into the restricted area because the worker in the room could see you enter; instead go one room further on and then turn left and left again. You can enter unobserved and also pass through unobserved because there is no one in that room
- Beyond the restricted area there is a guard patrolling; make sure that you leave the restricted area only when they are not looking. You will probably have to drop the level 3 access to get past the guard, but you can easily reacquire it later on.
- The next challenge is to get through another restricted area, because inside there is a researcher patrolling in a circle around the room. Enter the room behind them when they are not looking and exit the area opposite from where you entered. Note that there is an exit to the right, but there you may be observed exiting from the room by someone outside.
- Once you're outside that last restricted area you've made it. You can now move around freely again and re-acquire a new level 3 access from one of the 3 researchers that are in the area surrounding the Power Plant.
- The settlement alarms are unprotected.
- I had to steal an item from a locker in the restricted area; the challenge here was to to do so unobserved by the patrolling researcher
Layout 4
Examples:
- Markus Hydroponics Nursery
Locations:
- TODO
Notes:
- The Alarms console is at the AGRI building that is the farthest away from the landing pad. You only need a level 1 scan to enter the building and there are no guards inside.
Layout 5
Examples:
- Schmidt Horticultural Market
Locations:
- Settlement Alarms Console: Habitat > Dorm
- Habitat Data Port 2: Habitat > Dorm
- Habitat Data Port 1: Warehouse > Depot
- Sample Containment Unit 1: Warehouse > Depot
- Authorisation Scanner Console: Power Centre > Power Plant
- Power Data Port 1: Power Centre > Power Plant
Notes:
- The Alarms console is not protected by a restricted area.
- Enter the Power Centre through the Habitat building.
Extraction settlements
Layout 1
Examples:
- Skovoroda Dredging Enterprise
Locations:
- Power Data Port 1: Power Centre - Power Plant
- Alarms Console: Command Centre - Security
=> Entering via Habitat is possible
- Authorisation Scanner Console: Command Centre - Security
- Security Data Port 1 > Command Centre - Security
- Command Data Port 1: Command Centre - Operations
- All Defense Consoles: Command Centre > Operations
- Habitat Data Port 1 - Habitat 2 - Dorm
- Habitat Data Port 2 - Habitat 1 - Dorm
- Habitat Data Port 3 - Warehouse - Loading bay
- Upstairs
- Habitat Data Port 4 - Warehouse - Depot
- Downstairs, somewhere heading 0, or north, on compass
- Extraction Data Port 1: Industrial Production - Processing
- Catalyst Management Unit 1: Industrial Production - Processing 1
- Sample Containment Unit 1: Industrial Production - Processing 1
- Catalyst Management Unit 2: Industrial Production - Processing 2
- Sample Containment Unit 2: Industrial Production - Processing 2
Notes:
- If the level 3 NPC does not appear, you can work your way up the authorisation chain as follows:
- Get a level 1 authorization from a worker in the STO building (scan him through a rooftop window)
- Get a level 2 authorization from an NPC in the EXT building (enter the building, there's no guards inside)
- Get a level 3 authorization from an NPC in the PWR building (enter the building, there's no guards inside)
- The entrance to the CMD building where the Alarms Console is, appears to be guarded by a constantly posted guard, so you can't go in there
- Instead you can enter the HAB building, but you have to be careful: Inside is a guard patroling up and down a corridor; when you enter the building they may be very close and see/scan you
- Make sure to enter the HAB building when they have passed the airlock and are on their way to the corridor end that is away from the CMD restricted area
- Enter and quickly turn left and go into the restricted area while the guard is not looking your way / is too far away to notice what you're doing
- Leaving the restricted area is a problem: There are several non-guard NPCs outside that are likely to spot you => this is where I got killed
Layout 2
Examples:
- Garrido Drilling Facility
- Openko Drilling Site
Locations:
- Settlement Alarms Console: Command Centre > Security
- Authorisation Scanner Console: Command Centre > Security
- Security Data Port 1: Command Centre > Security
- Defense Consoles: Command Centre > Operations
- Industrial Data Port 1: Industrial Production > Processing
- Synthesis Automation Unit 1: Industrial Production > Processing
- Sample Containment Unit 1: Industrial Production > Processing
- Power Data Port 1: Power Centre > Power Plant
- Laboratory Data Port 1: Power Centre > Laboratory
Notes:
- TODO
Layout 3
Examples:
- TODO
Locations:
- TODO
Notes:
- TODO
Layout 4
Examples:
- Walker Extraction Enterprise
Locations:
- Power Data Port 1: Power Centre > Power Plant (besides Power Regulator Housing)
- All Defense Consoles: Power Centre > Power Plant (upstairs)
- Alarms: Industrial Production 1 > Processing
- Upstairs
- Authorisation Scans: Industrial Production 1 > Processing
- Upstairs
- Extraction Data Port 2: Industrial Production 1 > Processing
- Habitat Data Port 1: Warehouse > Corridor (upstairs at one end on a pillar)
- Extraction Data Port 1: Industrial Production 2 > Processing 1
- Catalyst Management Unit 1: Industrial Production 2 > Processing 1
- Sample Containment Unit 1: Industrial Production 2 > Processing 1
- Catalyst Management Unit 2: Industrial Production 2 > Processing 2
- Sample Containment Unit 2: Industrial Production 2 > Processing 2
- Habitat Data Port 2: Habitat > Dorm
Notes:
- Get a level 3 scan from an NPC through a window of the northern EXT building.
- Enter the southern EXT building.
- In the building there are only two technicians. The Alarms Console is on the first floor. It is easily approachable, there are no restricted zones.
- Once the technician that is on floor 1 and "guarding" the Alarms Console is not looking, just disable the Alarms.
- Stealing from the Sample Containment Unit 2: There are 3 non-guards in the building. The first is exclusively upstairs, the second is walking between 2 spots in the other part of the lower floor, the third is just facing a corner in the same room.
- That the third is just facing a corner in the same room may have been one of the bugs that the game occasionally exhibits, where NPCs stay in one place and do not move.
Layout 5
Examples:
- TODO
Locations:
- TODO
Notes:
- TODO
High Tech settlements
Layout 1
Examples:
- TODO
Locations:
- TODO
Notes:
- TODO
Layout 2
Examples:
- Abioudun Analytics Laboratory
Locations:
- Alarms Console: Power Centre > Power Plant
- Upstairs
- Anti-Personnel Turret Consoles: Power Centre > Power Plant
- Authorisation Scanner Console: Research > Laboratory 1
- Laboratory Data Port 1: Research > Laboratory 1
- In restricted area
- Habitat Data Port 2: Habitat 1 > Cabin
- Habitat Data Port 1: Habitat 2 > Cabin
Notes:
- TODO
Layout 3
Examples:
- Penfold Research
Locations:
- TODO
Notes:
- A single building
- Alarm panel is behind a level 0 door, but you need level 1 to deactivate the alarms and the panel is in a restricted area where many people walk in/out.
- Power Plant is at the back of the building. It can be reached via the upper floor (there's a level 1 door there, but you can wait for an NPC to open it for you). Ground floor goes through a restricted area, which is also protected by a level 2 door.
- Authorisation Scanner Console: Power Centre > Power Plant.
Layout 4
Examples:
- TODO
Locations:
- TODO
Notes:
- TODO
Layout ? (1 or 4)
Examples:
- Bohm's Genetics
Locations:
- Alarm Console: Command Centre > Security
- Authorisation Scanner Console: Command Centre > Security
- Security Data Port 1: Command Centre > Security
- Defense Consoles: Command Centre > Operations
- Command Data Port 1: Command Centre > Operations
- Laboratory Data Port 1: Research 1 > Laboratory 1
- Habitat Data Port 1: Habitat > Dorm 3
- Power Data Port 1: Power Centre > Power Plant
- Laboratory Data Port 2: Research 2 > Laboratory 2
Notes:
- TODO
Industrial settlements
Layout 1
Examples:
- TODO
Locations:
- TODO
Notes:
- TODO
Layout 2
Examples:
- Row Manufacturing Workshop
- Zhao Synthetics Installation (Anarchy)
- Mahto Industrial Plant
- Otto Manufacturing Plant
Locations:
- Industrial Data Port 1: Industrial Production > Processing
- Downstairs
- Synthesis Automation Unit 1: Industrial Production > Processing
- Sample Containment Unit 1: Industrial Production > Processing
- Alarms Console: Command Centre > Security
- Downstairs in the area where the detainment cells are
- Authorisation Scanner Console: Command Centre > Security
- Upstairs
- Defense Consoles: Command Centre > Operations
- Habitat Data Port 1: Habitat > Dorm
- Downstairs in the back of the building
- Power Data Port 1: Power Centre > Power Plant
- Upstairs, slightly hidden behind some tubes
- Laboratory Data Port 1: Power Centre > Laboratory
Notes:
- In general, this is a heavily guarded settlement. Outside there are many patrolling guards, but there are also guards inside the buildings. It's best to scan each of the outside guards quickly to have them on the radar.
- It can be particularly tricky to enter the IND building unobserved.
- Get level 3 scan through a window of the Power Centre. This will get you into the CMD building and through the level 3 door that secures the restricted area where the alarms console is located.
- This never worked for me, the level 3 NPC never walked into the upper floor
- It may be possible to enter the Power Centre by simply walking in when the door opens for someone with level 2 clearance. For instance, on one occasion the guard patrolling outside the airlock had authorisation level 2, but on another visit it only had authorisation level 1.
- The level 3 NPC is generally inside the Power Plant room, which is a restricted area, but comes outside for a short pause where they can be scanned
- Leaving the Power Centre building you have to take care not to run into the guard patrolling in front of the airlock
- Alternatively it may be possible to scan a level 3 through the windows on top of the CMD building. I saw the NPC, but never tried to scan them.
- If the level 3 scan at the Power Centre does not show up, things get more complicated.
- First, get a level 1 scan from a technician that is in the HAB. This gets you into the CMD building.
- Inside the CMD building there is a level 2 technician wandering around in the unrestricted areas in the ground and first floor. Get this level 2 scan.
- Go to the upper floor. There is one level 2 door behind which is a restricted area and a level 3 guard. They will have a stop with their back turned towards you relatively close to the door. Quickly move (crouched) into the restricted area and scan them while their back is turned towards you, then back out again. You have to be quick, and time this so that the level 2 technician is not nearby on its patrol, otherwise they will see you entering the restricted area and doing the scan.
- The Alarms console is on the ground floor, in the area where the detention cells are. It is best accessed through the level 3 door in the back of the building.
- The area is a restricted area, so take care that the technician is on the upper floor when you enter the area. Also important: The guard on the ground floor will check the console during their patrol, so you have to time things right both for the guard AND the technician.
- Furthermore, the console is right in front of a transparent window, so a guard may be able to see you while you're there. I'm not sure how big the danger of being seen actually is, but for sure stay crouched while disabling the alarms, then move out again as fast as possible (but take care that the technician is not outside and does not see you leaving the restricted area).
- Getting into the IND building is not too difficult. You can take the upper floor and thus avoid the restricted area. Go down again to the ground floor at the back of the building, because there is also a guard that comes in and out of the production zone.
- As usual, the containment unit is watched over by a technician. This one is on a fairly slow patrol, sometimes even meeting up with the guard to have a chat. It's easy to turn off the containment unit, but I'm not sure what the best time to do so is, to have the technician be away at the time the unit opens so you can take the item unobserved.
- In one attempt I started the shutdown when the technician just started the chat with the guard. This resulted in the technician being right behind me and seeing me when the containment unit opened => becoming hostile.
- If in doubt, just take the thing and run.
Layout 3
Examples:
- Alarie's Foundry
Locations:
- Settlement Alarms Console: Power Centre > Power Plant
- Upstairs in the side-room, not in a restricted area
- Authorisation Scanner Console: Power Centre > Power Plant
- Same as alarms
- Power Data Port 1: Power Centre > Power Plant
- Industrial Data Port 1: Industrial Production > Processing
- Synthesis Automation Unit 1: Industrial Production > Processing
- Sample Containment Unit 1: Industrial Production > Processing
- Habitat Data Port 1: Habitat > Dorm
Notes:
- The settlement grounds are rather heavily guarded with many guards whose patrols are intersecting. There's also a guard in a central elevated position. All these can be easily avoided by jumping to building rooftoops.
- The alarms are easy to deactivate once you get into the Power Centre: They are not in a restricted area, and there are no guards inside the building. The side entrance to the Power Centre is not guarded.
- To get into the Power Centre you only need level 2 access. Either get this from scanning a level 3 NPC through the Power Centre window, or if that fails to show up scan a level 2 NPC in the IND building.
- To enter the IND building you need level 1. This can be obtained from the NPCs in the HAB building.
- There is a guard in the foyer of the IND building, but to you can avoid them by taking the other entrance and then navigating to the processing area via the upper floor. This also goes around the restricted area.
- Power Centre: 2 technicians. Habitat: 2 non-guards. IND building: 3 non-guards (one of them level 3 in the restricted area) and 1 guard. 1 or 2 non-guards are also ranging the settlement grounds.
Layout 4
Examples:
- TODO
Locations:
- TODO
Notes:
- TODO
Layout 5
Examples:
- Zhou Engineering Facility
Locations:
- Industrial Data Port 3: Industrial Production 1 > Processing
- Upstairs (not in restricted area)
- Industrial Data Port 4: Industrial Production 1 > Processing
- Downstairs
- Laboratory Data Port 1: Industrial Production 1 > Processing
- Upstairs (in restricted area)
- Synthesis Automation Unit 2: Industrial Production 2 > Processing
- Sample Containment Unit 2: Industrial Production 2 > Processing
- Industrial Data Port 1: Industrial Production 2 > Processing
- Upstairs, not in restricted area
- Industrial Data Port 2: Industrial Production 2 > Processing
- Upstairs, in restricted area
- Synthesis Automation Unit 1: Industrial Production 2 > Processing
- Sample Containment Unit 1: Industrial Production 2 > Processing
- Defense Consoles: Command Centre > Operations
- Command Data Port: Command Centre > Operations
- Upstairs
- Alarms Console: Command Centre > Security
- Authorisation Scanner Console: Command Centre > Security
- Security Data Port 1: Command Centre > Security
- Downstairs
Notes:
- TODO
Tourist settlements
Layout 1
Examples:
- TODO
Locations:
- TODO
Notes:
- The settlement has 2 data ports in total.
- The settlement is divided into two parts which are pretty far apart and connected by some sort of concourse: The Power Centre with the Alarms console is at one end, the 3 HAB buildings are at the other end.
Layout 2
Examples:
- TODO
Locations:
- TODO
Notes:
- The settlement has 6 data ports in total.
Layout 3
Examples:
- TODO
Locations:
- TODO
Notes:
- The settlement has 7 data ports in total.
Layout 4
Examples:
- Poroshenko Terminus
- Benitez Lodgings
- Barbosa's Rest
Locations:
- TODO
Notes:
- The Settlement Alarms Console is on the second floor of the big HAB building. It's in a restricted zone, but usually nobody is in the room. The room is protected only by a level 1 door, so it's very easy to break in and disable the alarms.
- You can either enter the big HAB building from the back by using the Arc Cutter on the airlock (nobody will notice), or by going through the front airlock which requires no authorisation level at all.
- Go up two stairs. Wait on the landing after the second stairs until one of the NPCs has a rest there, then scan them. Now continue until you reach the end of a corridor where you have a CBN room on the left and on the right. The Alarms console is in the room on the left. Enter and disable the alarms.
- The settlement has 8 data ports in total.
- 7 of the 8 HAB buildings contain 1 data port.
- One of the HAB building adjacent to the Power Centre has 2 data ports, one on the ground floor and the other on the first floor.
- Once the alarms are disabled, raiding is really very simple. You can even let your ship stay at the landing pad since there are no settlement defences.
- This Tourist settlement layout is best for grinding Power Play data items. On average you get 12 data items per run from the 8 data ports. With my skill level I usually manage to do 4-5 runs per hour, for a total of about 20'000 merits per hour.
Military settlements
Layout 1
Examples:
- TODO
Locations:
- TODO
Notes:
- TODO
Layout 2
Examples:
- TODO
Locations:
- TODO
Notes:
- TODO
Layout 3
Examples:
- TODO
Locations:
- TODO
Notes:
- TODO
Layout 4
Examples:
- TODO
Locations:
- TODO
Notes:
- TODO
Layout 5
Examples:
- Leighton Munitions Site
Locations:
- TODO
- Habitat Data Port 1: Habitat > Recreation - Medical Data Port 1: Habitat > Medbay - Settlement Alarms Console 1: Command Centre > Security - Authorisation Scanner Console 1: Command Centre > Security - Security Data Port 1: Command Centre > Security - Defense consoles: Command Centre > Operations - Settlement Alarms Console 2: Command Centre > Operations - Authorisation Scanner Console 2: Command Centre > Operations - Habitat Data Port 2: Warehouse > Loading Bay
Notes:
- This is a settlement with 2 sets of Alarms console and Authorisation Scanner console.
- The first two consoles are both downstairs in the Command Centre, the second two consoles are upstairs.
- The routes of all guards begin outside of the buildings. I can say that because the only time I visited a settlement with this layout, the settlement was in a "frozen" state, i.e. all NPCs were rooted in place. I can't be sure, though, if their routes make the guards also walk into buildings.
Pilot equipment modifications
This section contains the suits and weapons I own and their modifications.
Inventory summary
I own these suits:
- G5 Maverick suit, sniper build (Enhanced Tracking)
- G5 Maverick suit, general purpose build
- G5 Artemis suit, exploration build
- G5 Artemis suit, exploration build with Night Vision
- G5 Artemis suit, no modifications
- G5 Dominator suit, fully engineered
I own these weapons
- Primary
- Karma C-44: G1, G2
- Karma AR-50: G1
- Karma L-6: G2, G5 (engineered)
- Manticore Oppressor: G2, G3
- Manticore Executioner: G1, G5 (sniper build)
- Tk Aphelion: G3
- Secondary
- Tk Zenith: G1, G3
- Manticore Tormentor: G5 (fully silenced), G5 (not silenced), G3
- Karma P-15: G2
Checklists
Here are two checklists to quickly go through when trying to find the best modifications for a suit or weapon. You have to know what each modification is doing, otherwise the list is pretty useless.
Suit modifications
- Added Melee Damage
- Combat Movement Speed
- Damage Resistance
- Enhanced Tracking
- Extra Ammo Capacity
- Extra Backpack Capacity
- Faster Shield Regen
- Improved Battery Capacity
- Improved Jump Assist
- Increased Air Reserves
- Increased Sprint Duration
- Night Vision
- Quieter Footsteps
- Reduced Tool Battery Consumption
Weapon modifications
- Audio Masking
- Faster Handling
- Speeds up stowing, equipping, ADS on and ADS off animations.
- For instance, when aiming with the Executioner, if you fire immediately the shot will go off centre. With this modification, you can aim and fire super fast and it'll be on target.
- Notably, this modification does not improve accuracy. It just lets you literally handle the weapon faster / makes your actions with the weapon quicker (other than reload).
- Greater Range
- Headshot Damage
- Improved Hip Fire Accuracy
- Magazine Size
- Noise Suppressor
- Reload Speed
- Scope
- Stability
- Stowed Reloading
Artemis suit modifications
General notes:
- After a bit of exobiology and ranging on the surface of planets for photo opportunities, I found Improved Jump Assist to be an invaluable tool. You can jump high into the air to get an overview of the landscape and spot nearby plant life. It's also super valuable to jump into and out of ravines or surmount other steep inclines that cannot be easily climbed. Finally, you may be able to get on top of mountains for photo opportunities.
- Increased Sprint Duration is also a must, because moving faster for a longer time period reduces the time spent on foot.
Day-side build:
- Reduced Tool Battery Consumption
- Improved Jump Assist
- Improved Battery Capacity
- Increased Sprint Duration
- Note: I originally had Extra Backpack Capacity planned, but did not go ahead with this because items found can be easily transferred back into the large player inventory by accessing the SRV.
Night-side build:
- Night Vision
- Improved Jump Assist
- Improved Battery Capacity
- Increased Sprint Duration
Maverick suit modifications
General notes:
- Extra Backpack Capacity was important at the beginning when I did not yet have a lot of materials, but over time as my account inventory started to fill out I noticed that I started to become picky and no longer collected every item that was in sight, but only these things that I really needed or seemed rare/valuable.
Sniper/raiding build:
- Improved Jump Assist (for getting onto building roofs)
- Enhanced tracking (to scan target faster & at greater range)
- Night Vision (otherwise sniping in settlements on the night side of planets is impossible)
- Extra Backpack Capacity (to avoid having to go back to the SRV to offload looted items)
General purpose build:
- Increased Sprint Duration
- Reduced Tool Battery Consumption
- Improved Battery Capacity
- Night Vision (because many salvage missions take place in dark areas)
Dominator suit modifications
- Improved Battery Capacity
- Increased Sprint Duration
- Damage Resistance
- Faster Shield Regen
Weapon modifications
Manticore Executioner
- Sniper build
- Audio Masking (for non-pressurized areas, i.e. when outside buildings)
- Noise Suppressor (for pressurized areas, i.e. when inside building)
- Greater Range (Plasma)
- Scope
Manticore Tormentor
- Sniper build (e.g. for quickly running through a settlement and eliminating all NPCs without attracting too much attention each time someone is shot)
- Audio Masking (for non-pressurized areas, i.e. when outside buildings)
- Noise Suppressor (for pressurized areas, i.e. when inside building)
- Stowed Reloading
- Magazine Size
- Generic build
- Magazine Size
- Reload Speed
- Stability
- Improved Hip Fire Accuracy
Karma L-6
- Magazine Size
- Reload Speed
- Stowed Reloading
- Faster Handling
Modification suggestions I picked up from various sources
- Manticore Tormentor
- Logan Terrick: Stowed Reloading (personal preference, could be switched out for Reload Speed), Audio Masking, Noise Suppressor, Magazine Size
- Manticore Intimidator
- Logan Terrick: Stowed Reloading (see above), Greater Range (weapon is relatively close quarter, so giving it a bit of extra range is great help), Magazine Size (even with that weapon only has clip size of 3, but still recommended), Scope (because this mod narrows the blast radius of the shotgun, i.e. more of the blast hits the enemy)
- Manticore Oppressor
- Logan Terrick: Headshot Damage (because weapon hasn't that high damage; headshots obviously require good aiming), Stability (weapon has relatively high jitter, so reduces that), Magazine Size, Stowed Reloading (see above)
- Manticore Executioner
- Logan Terrick: Faster Handling (faster scope in/out), Stowed Reloading (see above), Magazine Size, Audio Masking
- Generic build: Magazine Size, Reload Speed, Stability, Faster Handling