All Game Items

Complete Item Guide for SOMA



This guide covers every significant item you can interact with in SOMA. Unlike traditional games, SOMA has no weapons (except one non-lethal tool), no armor, no consumables, and no currency. Your progression relies entirely on key items, machinery/tools, and collectibles that reveal the story. Below is a comprehensive, spoiler-aware breakdown grouped by category.

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1. Key Puzzle Items



These are mandatory items required to unlock doors, activate machinery, or solve environmental puzzles. They are usually found in specific locations and must be used to progress.

ItemLocation & How to ObtainPurpose & Usage
KeycardsScattered in desks, lockers, or on corpses in Upsilon, Lambda, Theta, Omicron, and Tau. Color-coded (e.g., green, yellow, red).Used at card readers to unlock doors. Example: Green keycard in Upsilon opens the door to the transit station.
FusesFound in fuse boxes, storage rooms, or near broken panels. Often requires a screwdriver to access.Inserted into fuse panels to restore power to elevators, doors, or machines. Example: Restore power to the elevator in Lambda.
Omnitool (with attachments)Found in the Upsilon lab on a table. Early game essential.Hacks computer terminals, opens security doors, and reads logs. Requires power cells to operate.
Power CellsFound in charging stations, on desks, or in machinery. Recharge at charging stations.Power the Omnitool. Without a charged cell, the Omnitool cannot be used. Also required for the diving suit in the Abyss.
BatteriesSimilar to power cells but smaller. Found in flashlights, radios, or loose.Power the flashlight (if you find one) or other portable devices. Only two or three exist in the game.
ScrewdriverFound in a toolbox in Upsilon (near the start).Used to open fuse boxes, panels, and sometimes to interact with machinery.
CrowbarFound in a storage room in Upsilon (after the Omnitool).Pries open locked doors or containers. May break some windows.
WrenchFound in Lambda, in the maintenance area.Used to turn valves or tighten bolts on machinery (e.g., the diving suit airlock).
Diving Suit Key / Suit Access CardFound at Omicron, in the diving suit preparation room.Required to unlock the diving suit locker and equip the suit for the underwater journey.
Radiation Suit KeycardFound in Theta, on a table near the decontamination chamber.Grants access to the radiation suit room (needed to survive the radioactive corridors in Theta).
K8 Power CellOn the robot K8 in Upsilon (after it malfunctions).A special large power cell used to open the heavy blast door in Upsilon leading to the transit.
Vault PasscodeFound in Omicron, in a note or on a terminal.A 4-digit code (e.g., 5732) used to open the vault containing the cortex chip.
Cortex Chip / ARK ChipFinal item; obtained in the submerged ARK site.Used to complete the ARK upload and trigger the ending. Cannot be used elsewhere.
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2. Machinery & Tools (Interactive Environment)



These are stationary or semi-portable devices that must be operated. They are not carried in inventory but are essential for progression.

Machine/ToolLocationFunction
TerminalsEvery major station (Upsilon, Lambda, etc.).Read emails, logs, and sometimes control doors or lights. May require Omnitool hacking.
ElevatorsVarious levels.Require power (fuses) to operate. Some need keycards.
Transit TrainUpsilon station.Used to travel between Upsilon and Theta (one-way). Requires keycard.
Diving Suit StationOmicron.Requires the diving suit keycard. After entering, you put on the suit to explore the Abyss.
Radio ReceiverOmicron and Theta.Used to communicate with other characters (e.g., Catherine Chun). Must be tuned to correct frequency.
JukeboxIn the bar at Theta.Plays ambient music; no gameplay effect.
Taser (Stun Gun)Found in Theta, in a security room.Non-lethal weapon. Can stun hostile robots (e.g., the mockingbird in the Abyss) temporarily. Requires one battery to fire. Aim at the head for best effect.
FlashlightFound in Upsilon, in a locker.Illuminates dark areas. Runs on batteries. Optional but very helpful.
Note: The Taser and Flashlight are the only two "equipment" items that you can hold and use actively. All other tools are inventory items used at scripted spots.

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3. Collectibles (Lore Items)



SOMA contains a wealth of narrative collectibles that expand the story and world. None are required for progression, but reading/listening to them enriches the experience.

TypeExamplesHow to ObtainPurpose
Audio LogsVoice recordings from deceased staff (e.g., Dr. Ross, Johan Ross, Catherine Chun).Played from terminals or found as portable audio tapes. Some are automatic.Reveal backstory, character motivations, and the fate of PATHOS-II.
Text NotesHandwritten notes, printouts, emails.Found on desks, bodies, or pinned to walls. Readable in inventory.Provide lore about experiments, personnel, and the WAU's activities.
Terminal EmailsInternal communications between staff.Read on computer terminals.Same as text notes, but often longer.
PhotographsPolaroids or digital images.Scattered in Upsilon, Lambda, etc.Show environments or people; sometimes offer clues.
Omnitool LogsPersonal logs of Angela, Ross, etc.Hacked via Omnitool.Similar to audio logs.
ARK Simulation NotesResearch on the ARK project.Found in Omicron and the ARK site.Explain the technical and ethical aspects of the ARK.
Total Collectibles: There are over 100 interactive lore items in the game. No achievement for finding all; but for completionists, tracking them via in-game menu is possible.

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4. Other Notable Items



ItemDescription
Military Robot PartsScattered in Theta and Tau. Not usable, but indicate the failed military response.
Dead BodiesSome bodies hold key items (e.g., keycards). Always search corpses.
Canvas & Art SuppliesFound in Lambda; used by Catherine for a brief puzzle (painting a passcode).
Biology SamplesIn Lambda’s medical bay; used to complete an optional puzzle to unlock a safe.
Safe Code NotesSmall slips of paper with codes (e.g., for lockers).
Locker KeysFound in offices; open corresponding lockers containing batteries or lore.
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5. Important Item Synergies & Upgrades



  • Omnitool + Power Cell: Without a charged power cell, the Omnitool is useless. Always carry a spare cell if possible.

  • Taser + Battery: The taser only has one shot per battery. Use it sparingly; you may need it against the tormented robot in the Abyss.

  • Flashlight + Battery: Flashlight drains batteries quickly. Use sparingly and rely on static light sources when possible.

  • Diving Suit + K8 Power Cell (indirect): The diving suit’s airlock requires power from the reactor; but the K8 cell is not used for the suit itself—only for the Upsilon blast door.

  • Keycards: Never discard a keycard after use—some doors may require repeated scans. The Omnitool can duplicate keycards? No, it cannot. So keep them all.


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    6. Items That Do NOT Exist in SOMA



  • Weapons (lethal): None. Even the taser cannot kill.

  • Armor: No damage reduction; you die in one hit from robots or crushing.

  • Health Kits / Medkits: There is no health bar. Damage is instant death.

  • Crafting Materials: No crafting system.

  • Currency: No shop or trading.

  • Skill Upgrades: No RPG elements.


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    Final Tips



  • Save often. The game has manual saves only. Losing progress can mean losing items you need to revisit.

  • Explore thoroughly. Many key items are hidden in side rooms or unmarked containers.

  • Recheck terminals. Some emails contain codes or hints that you may need later.

  • The taser is optional. Many players complete the game without ever firing it. It is not required for any puzzle.

  • Inventory limit: You can carry an unlimited number of items; there is no weight system.


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*This guide covers all major items in SOMA. For a full list of every single interactive object, consult the in-game menu's "Collected Items" screen after each playthrough.