
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).
- 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.
- 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.
- 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).
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
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:
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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
#### Run (Sprint)
#### Hide
#### Hold Breath (Steady Aim equivalent)
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3. Movement & Environment Interaction
#### Climb & Mantle
#### Push / Pull Objects
#### Look Behind / Over Shoulder
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4. Scene Awareness (Ping & Focus)
#### Ping (Sonar / Interactive Highlight)
#### Visual Cue Overlay
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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:
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 Name | Type | Effect | Cooldown | When to Use |
|---|---|---|---|---|
| Omnitool | Tool | Hacking, scanning, door interaction | None | Every puzzle; scan corpses & consoles |
| Crouch | Movement | Reduce detection, fit in low spaces | None | Near enemies |
| Run | Movement | Fast movement, stamina drain | Stamina regen 2-3s | Escaping or open stretches |
| Hide | Stealth | Conceal in spots | None (must be near spot) | Enemies nearby |
| Ping | Awareness | Highlight interactables | 5 seconds | Exploration, dark rooms |
| Climb | Movement | Vault, ladder, ledge climb | None | Traversal |
| Push/Pull | Interaction | Move objects | None | Barrier creation, puzzle |
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.