Character Skills

Character Skills Guide for SOMA



SOMA is a narrative-driven survival horror game with no traditional skill trees, levels, or combat abilities. There is only one playable character—Simon Jarrett (and later a duplicate known as Simon-2/Simon-3, but they control identically). Your progression is entirely linear, driven by story and puzzle solving. However, the game does grant you a few key environmental interaction tools and movement techniques that function like skills. This guide covers every actionable ability available to Simon.

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1. Omnitool (Primary Tool)



Description: A wrist-mounted device obtained early in the game. It is your only "special move" and is essential for interacting with PATHOS-II’s technology.

Functions:
  • Hack Panels: Use on glowing yellow/purple control panels to unlock doors, activate elevators, disable turrets, or restore power.

  • Scan Objects: Press the interaction key (default Middle Mouse Button on PC, R1 on PS4/Xbox) to scan computers, note fragments, corpses, and machinery. Scanning reveals storyline logs, audio diaries, and clues.

  • Open/Close Doors: Some areas require a long-press on a circular handle to manually open doors; the Omnitool assists with electronic locks.

  • Interact with Terminals: Use on computer screens to enter data, view emails, or transfer cortex chips (key story actions).


  • Cooldown: None. Use freely.
    Upgrades: No upgrades exist. The Omnitool’s capabilities remain constant throughout the game.
    Combos/Synergies: No direct combos. However, scanning objects before or after hacking often yields crucial background story.
    When to Use:
  • Whenever you see a glowing panel, hack it immediately to progress.

  • In areas with active turrets (e.g., Theta), hack them to disable or turn them against enemies.

  • Scan every corpse and console you find—they contain lore essential to understanding the story.


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    2. Stealth Abilities (Survival Skills)



    Since SOMA has no combat, evasion is your only defense against hostile machines (e.g., Proxy, Mockingbird, Anglerfish). These are treated as innate skills.

    #### Crouch
  • Effect: Lowers your profile, reduces detection radius, and allows movement under low obstacles.

  • Cooldown: None; toggle or hold as desired.

  • When to Use: Always when enemies are nearby. Crouch-walk to avoid line-of-sight.


  • #### Run (Sprint)
  • Effect: Increases movement speed by ~30%. Drains stamina bar (visible on HUD). When stamina depletes, you slow down briefly.

  • Cooldown: Stamina regenerates automatically after 2–3 seconds of not sprinting.

  • When to Use: Escape danger, cross open areas quickly, or run past enemies when stealth fails. Avoid in dark corridors where you might trip (no fall damage, but noise attracts attention).


  • #### Hide
  • Effect: Press the interact key (default E or A) while near a hiding spot (locker, desk, cargo container). Simon will conceal himself.

  • Cooldown: Can hide anytime; no cooldown, but you must be in a valid spot.

  • When to Use: When an enemy patrols nearby. Stay hidden until the threat passes or you see its movement pattern shift.


  • #### Hold Breath (Steady Aim equivalent)
  • Effect: Press Left Ctrl (PC) or L3 (console) to hold breath. Used only for the one aiming puzzle (during the “Pressure” puzzle in Upsilon) and while focusing on a distant object. Not relevant for stealth.

  • Cooldown: 5–7 seconds between uses; stamina bar affected.

  • When to Use: Only in the specific puzzle where you must align a beam; otherwise ignore.


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    3. Movement & Environment Interaction



    #### Climb & Mantle
  • Effect: Press Spacebar (PC) or X/A (console) to vault over low walls, climb ladders, or pull yourself up ledges. Automatically triggered when near climbable surfaces.

  • Cooldown: None.

  • When to Use: Navigate the station—many paths require climbing through vents, over debris, or up ladders.


  • #### Push / Pull Objects
  • Effect: Hold interact key on movable boxes or furniture to slide them. Some objects can be pulled to block corridors or reach higher surfaces.

  • Cooldown: None.

  • When to Use: Create temporary barriers to block enemy paths (e.g., in Lambda during the Proxy encounter) or to reach a ledge.


  • #### Look Behind / Over Shoulder
  • Effect: Key binding (default Q on PC, R3 on console) allows Simon to turn his head while still moving forward. Useful for checking for pursuers without slowing down.

  • Cooldown: None.

  • When to Use: While running from an enemy, toggle this to see if it’s still following.


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    4. Scene Awareness (Ping & Focus)



    #### Ping (Sonar / Interactive Highlight)
  • Effect: A clickable button (default L1 on PS4, Q on PC? Actually it’s Mouse Wheel Click or LB) that emits a brief sonar pulse highlighting all interactable objects (doors, panels, documents, hiding spots) within a short radius. The highlight lasts ~2 seconds.

  • Cooldown: 5 seconds.

  • When to Use: Constantly when exploring new areas to spot hidden switches, collectible items, or exits. Essential in dark rooms.


  • #### Visual Cue Overlay
  • Effect: N/A—this is a permanent ability: interactable items glow faintly yellow when you are near them. No player control.

  • When to Use: Passive; always active.


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    5. No Combat Skills



    Important: SOMA has no weapons, spells, magic, or offensive talents. The only non-lethal tool you possess is the Omnitool, and it cannot harm enemies. Attempting to fight is futile—enemies are unkillable and will kill Simon in one hit (instant death). The game’s core loop relies entirely on stealth, puzzle solving, and narrative choices.

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    Builds & Synergies



    Because there are no skill points or custom builds, you cannot make choices. The only “build” is story-based, not mechanical. However, players may adopt playstyles:
  • Explorer: Use Ping often, scan everything, and linger in areas to absorb lore. This requires patience.

  • Speedrunner: Minimize scanning, rely on memorized layouts, and sprint past enemies when no alternative exists.

  • Stealth Purist: Crouch always, never run, and hide at every enemy sound. This yields a slower but tense experience.


Recommended Non-Existent “Skill Upgrades”: The game gives you no upgrades, but you can learn (out-of-game) to memorize enemy patrol patterns, which effectively acts as a skill improvement.

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Summary Table



Skill NameTypeEffectCooldownWhen to Use
OmnitoolToolHacking, scanning, door interactionNoneEvery puzzle; scan corpses & consoles
CrouchMovementReduce detection, fit in low spacesNoneNear enemies
RunMovementFast movement, stamina drainStamina regen 2-3sEscaping or open stretches
HideStealthConceal in spotsNone (must be near spot)Enemies nearby
PingAwarenessHighlight interactables5 secondsExploration, dark rooms
ClimbMovementVault, ladder, ledge climbNoneTraversal
Push/PullInteractionMove objectsNoneBarrier creation, puzzle
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With this guide, you now understand every “skill” Simon Jarrett possesses. Remember: the true skills are patience, observation, and narrative comprehension—not twitch reflexes or RPG progression.