The Ground Game
The complete on-foot reference: the three settlement levers (Power, Alarms, Authorization), keybinds, suits and the damage triangle, a full weapon tier list and stat table, consumables, settlement anatomy and NPC behavior, every mission type with best approaches, deep dives on Reactivation/Restore farming, the tech asset farm, covert theft and heist, massacre and raid, on-foot conflict zones, loot priority, relog farms, and the ship that makes it easy.
Mostly evergreen. Mission spawn conditions and Anarchy systems shift with the BGS ⚠️. Requires **Odyssey.**
Summary
Requires Odyssey.
- Every settlement runs on three levers: Power, Alarms, and Authorization. Learn those and every mission type becomes the same puzzle.
- Bind five keys before you do anything else. Especially Clear Authority Level and Holster Weapon.
- Cloning an NPC profile is free and silent. It beats buying E-Breaches.
- Level 2 access opens most things. Level 3 opens everything.
- Kill the alarms first, almost always. With alarms down you can loot, hack, and kill at your leisure.
- Reactivation missions are the best farm in the game. Empty settlement, level 3 clearance handed to you, loot everything.
- Land 100 m outside, never on the pad. The single best habit in ground play.
- If alarms go off, dismiss your ship immediately. Turrets will melt it.
- Threat level means enemy gear grade, not enemy count.
- Do your crimes in Anarchy settlements. No fines, no bounties.
Bind These Keys First
The tutorial never mentions most of these. Not binding them is why new players die.
| Action | Default | Why It Matters |
|---|---|---|
| Clear Authority Level | - | Instantly dumps your cloned profile. Carrying one is illegal and shows on a scan. This key is the difference between a fine and a firefight. |
| Holster Weapon | U | Rebind to X. NPCs give you seconds to stow a weapon before turning hostile. |
| Use Medkit | 6 | Instant heal without opening the item wheel |
| Use Energy Cell | 7 | Instant battery refill without the wheel |
| Open Insight Hub | Q (hold) | Backpack, maps, comms, carrier management, and summoning an Apex shuttle when away from a station |
| Emote Wheel | B (hold) | Tap to point. Required by the EDOMH materials tool. |
The Suits
| Suit | Unique Trait | Backpack | Use It For |
|---|---|---|---|
| Maverick | Arc Cutter | Largest | Everything involving looting, settlements, or surface POIs |
| Dominator | Carries a second primary weapon | Smallest | Conflict zones and pure combat missions |
| Artemis | Genetic Sampler | Medium | Exobiology only |
| Flight Suit | None | Tiny | Cannot be upgraded, cannot carry a primary. Ignore it. |
Own one of each. All three carry 1 primary plus 1 secondary. Only the Dominator gets a second primary.
The Damage Triangle
| Type | Maker | vs. Shields | vs. Health | Speed |
|---|---|---|---|---|
| Thermal | Takada (TK) | Strong | Weak | Hitscan, instant |
| Kinetic | Kinematic (Karma) | Weak | Strong | Fast projectile |
| Plasma | Manticore | Good | Good | Slow projectile |
| Explosive | Karma L-6 and grenades | Splash | Splash | Slow arc |
"Lasers for shields. Bullets for bodies." That is the whole system. A thermal primary plus a kinetic secondary covers everything, which is why the Dominator's second primary slot matters so much. ADS vs. hip fire: aiming down sights is far more accurate but slows your movement significantly. Hip fire and keep moving in close quarters.
Weapon Tier List
Community tiers from a veteran's comparison. Pick three total: 2 primaries and 1 secondary. Upgrading more than that wastes materials.
Tier A
| Weapon | Type | Why |
|---|---|---|
| Karma L-6 (rocket launcher, primary) | Explosive | One-shots shields or armor on even elite NPCs at G5, plus splash. Dual L-6 on a Dominator is the best High-intensity CZ and Mercenary rank build in the game. Costs: 8 total ammo, 2 per magazine, very slow handling, slows your movement. |
| Manticore Tormentor (plasma pistol, secondary) | Plasma | Two-shots almost any NPC at G5. Fast handling, good magazine. Drops off hard in High CZs where NPCs take 4 to 6 hits. |
| Manticore Executioner (plasma sniper, primary) | Plasma | 100 m range, very high damage. Slow bullet speed means you must lead moving targets. Excellent on unsuspecting scavengers. |
| Manticore Intimidator (plasma shotgun, primary) | Plasma | The only weapon that can drop shields and armor in one shot if every pellet lands. 7 m effective range. |
Tier B
| Weapon | Type | Why |
|---|---|---|
| TK Aphelion (thermal rifle, primary) | Thermal | 70 m range, hitscan, stable. Reportedly the best on-foot PvP weapon because hitscan beats leading a moving player. |
| Karma AR-50 (kinetic rifle, primary) | Kinetic | Longest range of the kinetics at 50 m. Pair with a thermal. |
| Karma P-15 (kinetic pistol, secondary) | Kinetic | Highest base damage of any kinetic. Very high recoil. Terrible against shields. |
| TK Zenith (thermal pistol, secondary) | Thermal | Fires a 3-laser burst. Best thermal for stripping shields. Bad recoil. |
Tier C and D
| Weapon | Verdict |
|---|---|
| TK Eclipse (thermal SMG) | Fine, but outclassed by the Aphelion and Zenith |
| Karma C-44 (kinetic SMG) | Same story versus the AR-50 and P-15 |
| Manticore Oppressor (plasma rifle) | Tier D. Do not spend a single material on it. Low damage, slow bullets, poor accuracy. |
Stat Table
| Weapon | vs Shields | vs Armour | Range | Bullet Speed | Ammo | Magazine | Reload | Handling | Recoil |
|---|---|---|---|---|---|---|---|---|---|
| Karma L-6 | very high | very high | 300 m | slow | 8 | 2 | very slow | very slow | small |
| Manticore Tormentor | very high | very high | 15 m | slow | 72 | 6 | medium | fast | medium |
| Manticore Executioner | very high | very high | 100 m | slow | 30 | 3 | slow | slow | medium |
| Manticore Intimidator | very high | very high | 7 m | slow | 24 | 2 | medium | medium | small |
| TK Aphelion | high | low | 70 m | hitscan | 150 | 25 | medium | medium | medium |
| Karma AR-50 | low | high | 50 m | fast | 200 | 40 | medium | medium | medium |
| Karma P-15 | very low | very high | 25 m | fast | 120 | 24 | fast | medium | very high |
| TK Zenith | very high | very low | 35 m | hitscan | 90 | 18 | fast | fast | very high |
| TK Eclipse | high | very low | 25 m | hitscan | 280 | 40 | fast | fast | medium |
| Karma C-44 | very low | high | 25 m | fast | 360 | 60 | medium | fast | medium |
| Manticore Oppressor | low | low | 35 m | slow | 300 | 50 | medium | medium | medium |
Weapon Mod Notes
| Weapon | Best Mods |
|---|---|
| Karma L-6 | Magazine Size and Stowed Reloading are close to mandatory. Then Faster Handling and Faster Reload. Do not take damage or accuracy mods. It already one-shots, and splash covers your aim. |
| Manticore Tormentor | Very flexible. Audio Masking plus Noise Suppressor makes it a silent assassination tool. Or Stowed Reloading, Faster Handling, Magazine Size for combat. |
| Manticore Executioner | Audio Masking (fire outdoors without alerting the settlement), Scope, Magazine Size |
| Manticore Intimidator | Magazine Size and Scope. Scope has a side effect of tightening pellet spread in ADS, which is what lets it one-shot. |
| Thermal and kinetic weapons you swap between | Faster Handling and Stowed Reloading, every time |
Consumables
Your ship holds 100 of each. Your backpack gets a few on disembark, set by suit capacity. Restock at any Pioneer Supplies.
Consumables
| Item | What It Does | Notes |
|---|---|---|
| Medkit | Refills health to full | You carry very few. Bind the key. |
| Energy Cell | Refills suit battery to full | If you are not under pressure, find a recharge port instead and save the cell. |
| E-Breach | Hacks a panel or scanner without authorization | Illegal and detectable on a scan. Not placed in your backpack automatically (you must transfer it from Manage Inventory at your ship). Only sold at stations with an Anarchy or Communism controlling faction. ⚠️ |
| Frag Grenade | Explosive damage in a radius | Mind the throwing arc in low gravity |
| Shield Disruptor | EMP. Wipes shields in the blast radius, no health damage. | Pairs perfectly with a kinetic weapon: disrupt, then shoot bodies. |
| Shield Projector | Sticky dome. Incoming fire blocked, outgoing fire passes through. | Throw it at the ground in front of you. The best panic button in the game. |
Gotcha: the Extra Backpack Capacity suit mod does not increase consumable capacity. Only data, goods, and assets.
Buildings
| Code | Building | Usually Holds |
|---|---|---|
| CMD | Command | Alarm panel, main terminals, suit and weapon schematics. Highest security. |
| PWR | Power Centre | Reactor, power regulator socket, often the alarm panel, schematics |
| HAB | Habitation | Civilians, lockers, sometimes the alarm panel at small settlements |
| Others | Production, Research, Storage, Medical, Extraction | Loot, data ports, low-level NPCs |
Schematics only spawn in CMD and PWR lockers. Nowhere else. If that is what you want, go straight there.
Defenses
| Threat | How to Handle It |
|---|---|
| Anti-personnel turrets | Fixed firing arc. Walk around them, or shut them off from a Turret Control panel (Level 2) |
| Anti-ship turrets | These kill your parked ship. Same control panel. |
| Goliath skimmer | Big walking gun. Note its patrol route before committing. |
| Sentry skimmers | Shootable. Sometimes spawned underground. |
| No-fly and trespass zones | Fines first, then hostility |
NPC Types
| Type | Examples | Behavior |
|---|---|---|
| Civilian | Technician, Researcher, Administrator | Never scans you. Only turns hostile if it catches you in a crime or you ignore a warning. |
| Security | Scout, Striker, Sharpshooter, Enforcer, Commando | Scans you periodically when it can see you. Roughly one gear grade above local scavengers. |
Lever 2: Alarms
Usually your first real objective. Alarms down means you can steal, hack, and kill without the settlement converging on you.
- Where the panel lives: usually CMD or PWR, inside a restricted area, at medium and large settlements. Small settlements barely protect it. Find it from any terminal under FACILITIES.
- What trips an alarm:
- Security catches you with an illegal item or a cloned profile, or you dodge a scan
- An NPC catches you committing a crime (cloning, killing, stealing)
- An NPC finds a body you left
- You ignore a second warning to stow a weapon or leave a restricted area
- You open a sample containment unit before disabling alarms
- NPCs do not care if they see you disable the alarms. Security may still scan you on the way there.
- While you are at the panel, also disable authorization scans. It makes re-entering buildings much easier if you had to dump your profile.
Lever 3: Power
An unpowered settlement has no security, no working doors, and no consequences.
- Unpowered doors: Arc Cutter the maintenance panel, then Energylink to charge it open.
- Restore power: put a Power Regulator in its housing in the PWR building and engage the reactor.
- Kill power: shut down the reactor. Disable alarms first, or a Viper full of commandos arrives. NPCs will also try to restart it.
NPC Behavior Rules
Learn these eight and stealth stops being scary.
- 1NPCs walk fixed looping routes. Watch one loop and you can predict them. Two NPCs who meet will stop and chat for a moment.
- 2One warning per settlement per offense type. One for trespassing, one for a drawn weapon or visible cloning tool. The second time, they go hostile instantly.
- 3Civilians never scan you.
- 4Passing a scan buys you a few minutes where no other guard will try.
- 5Security cannot scan you from below. On a crate, on a roof, or mid-jump blocks the scan. They can still see you commit crimes.
- 6NPCs ignore you opening lockers, using panels, crouch-walking, or items quietly disappearing over time.
- 7They go instantly hostile if they see you take a good or asset, or download illegal data, even with alarms off.
- 8Stolen assets and data do not show on a scan. Goods marked "traceable" do.
Where Missions Come From
| Source | What You Get |
|---|---|
| Concourse terminals | The main on-foot board. Roughly 60 ground missions. You must be on foot. You cannot see these from your ship. |
| Concourse NPCs (icon over their head) | One mission each. You can negotiate the pay up. ⚠️ Negotiating can fail and make them withdraw the offer entirely. |
| Settlement terminals | Missions exclusively for that settlement's controlling faction |
"Nonviolent" is a trap. It means you may not harm anyone at all. Hurt one person and the mission fails. These are often harder than combat missions. Threat level is gear grade, not headcount. Threat 3 means the enemies carry Grade 3 weapons and armor. It tells you nothing about how many there are. Guards run about one grade above the local scavengers.
Mission Types at a Glance
| Mission | Category | What You Do | Best Approach | Difficulty |
|---|---|---|---|---|
| Reactivation | Restore | Turn power back on at a dead settlement | Clear scavengers from your ship, then power up fast. The best farm in the game. | Easy |
| Restore | Restore | Same, plus put out fires | Same, slightly longer | Easy |
| Collection / Delivery | Transport | Fetch or carry an item | Threat 0. Your first missions. | Very easy |
| Salvage | Salvage | Recover an item from a surface POI | Dumbfire the scavengers, land close, grab it | Easy |
| Larceny (hidden cache) | Larceny | Grab an illegal good from three containers at an "irregular markers" POI | Arc Cutter plus Energylink overload on each. 3 to 5 weapon schematics per run. | Easy |
| Theft | Procurement | Steal from a locked locker. You get the code. | Clone Level 2, walk in, open, leave | Medium |
| Covert Theft | Procurement | Same, but alarms tripping fails the mission | Alarms usually optional. Just stay unseen. | Medium |
| Heist | Procurement | Steal from a sample containment unit | Alarms must be off. 3 minute open timer. | Hard |
| Covert Heist | Procurement | Same, with the no-alarm rule | Alarms off, then wait out the timer from cover | Hard |
| Sabotage | Sabotage | Break or shut down a specific system | Alarms off first | Medium |
| Massacre / Raid | Combat | Kill a set number of NPCs | Dominator. Snipe from rooftops first. | Medium to hard |
| Assassination | Combat | Kill one named target | Find them via terminal STAFF LIST, then snipe or Energylink | Medium |
| On-Foot Conflict Zone | Combat | Team battle for a settlement | Frontline Solutions. See On-Foot Conflict Zones. | Scales |
Reactivation and Restore spawn conditions: ⚠️ Reactivation appears where a settlement's controlling faction is in Infrastructure Failure. Restore appears in Civil Unrest.
Deep Dive: Reactivation and Restore
The single best source of Odyssey goods and assets. Also where most people unlock Jude Navarro (10 of these). Why it is great: the settlement is empty, you are handed Level 3 clearance, and nothing you do there is illegal. Even downloading illegal data is consequence-free.
The Loop
- 1Take every reactivation or restore mission on the board in that system.
- 2Do not request docking. Land about 100 m outside, full pips to shields.
- 3Scavengers on site? Kill them from your ship with dumbfire missiles. Firing on an unpowered settlement carries no fine. Run over stragglers in the SRV.
- 4Go straight to PWR and restore power. Use a terminal to locate it.
- 5Scavengers cannot spawn once power is on. Move fast enough and you skip combat entirely.
- 6Loot everything. CMD and PWR first for schematics. Scan every data port.
- 7Park the SRV mid-settlement as a drop-off so you stop running back to your ship.
- 8Never relog mid-mission. All the loot vanishes.
What Each Settlement Type Drops
| Settlement | Leans Toward |
|---|---|
| Military | Weapon and suit schematics |
| High Tech, Tourism | More data points, fewer schematics |
| Extraction | Assets, especially Tech |
| Agricultural, Industrial | Balanced |
| Bigger settlements | More of everything |
Note on Power Regulators ⚠️: the old trick of accepting these missions, keeping the regulator, and abandoning was popular before the August 2024 rework removed regulators from suit upgrade costs. Mostly obsolete now.
Deep Dive: The Tech Asset Farm
The fastest known route to Carbon Fibre Plating (Maverick upgrades), Titanium Plating (Dominator upgrades), Tungsten Carbide, and Weapon Components. These are the expensive tech assets that gate G4 and G5 gear. Yield: roughly 5 to 10 of those four per loop, plus Graphene, Electromagnets, Micro Thrusters, and Microelectrodes. Each loop takes 10 to 15 minutes. No combat. No weapons needed.
Finding the Target
- You want a specific medium Extraction settlement layout, the one with two large storage buildings that contain only civilian NPCs and sit far apart from the security patrols.
- Medium settlements show "++" in their name.
- Search Extraction economy systems. Prefer Anarchy so a mistake costs nothing.
- Use EDSM's advanced search to filter economy and government.
- Match the layout against the OMG settlement database (elitedangereuse.fr). It is the third Extraction layout.
- Some trial and error is needed, but you only have to find one.
The Loop
- 1Land near building #1. Not the landing pad, which draws security.
- 2Clone a Level 1 profile. Level 1 is enough. Go on the roof of building #1 and scan the NPC patrolling the second floor through the window. Crouch the entire time.
- 3Enter building #1. Scan every NPC inside so they show on your radar. These are all civilians, so being seen is fine.
- 4Take the loot, but only when no triangle on your radar points at you. Assets live in lockers without passcodes. Ignore passcode lockers, they hold near-worthless goods. Also check floors and box tops.
- 5Walk to building #2 and repeat. You should meet no security on the way.
- 6Return to your ship.
- 7Enter supercruise, then immediately abort it. This resets the loot in the settlement.
- 8Land again. Repeat from step 1.
Deep Dive: Covert Theft and Heist
- Theft vs. Heist: theft items sit in a locked locker and you get the code. Heist items sit in a sample containment unit, which takes 3 minutes to open and always trips the alarm if alarms are live. Start with thefts.
- Covert means the mission fails if alarms go off at all. So covert heists require killing alarms first. Covert thefts usually do not.
- Containment unit behavior: any NPC who sees you near an open unit turns hostile. If nobody is nearby, they will close it, and you start the 3 minutes over.
Pick an Easy Target
Difficulty depends on settlement layout, not threat level. Specifically, whether the alarm panel and the item sit in restricted areas.
| Settlement Type | Difficulty |
|---|---|
| Agricultural | Easiest |
| Extraction, Industrial | Manageable |
| Military | Hard |
| High Tech | Hardest |
| Small settlements with no CMD building | Easier across the board |
Check the target on Inara and the OMG layout database before accepting. Abandoning a theft or heist costs almost nothing: no fine, just a small rep hit.
The Run
- 1Land 100 m outside.
- 2Walk a lap first. Scan every NPC you can. Note entrances, terminals, power sockets. You are clean, so scans do not matter yet.
- 3Clone a Level 2 profile. Roof, window, back turned.
- 4[Heists, optional for thefts] Kill the alarms. Locate the panel from a terminal under FACILITIES. Watch the guard's patrol before entering the restricted area.
- 5Locate the item from a terminal. It gets marked on your map.
- 6Theft: open the locker with your code. Make sure nobody sees you take it. Heist: open the unit, then hide somewhere you can still see it. Wait 3 minutes. Grab it when clear.
- 7Leave. If it goes loud: shields on, get to a rooftop, run for the ship you parked outside.
Deep Dive: Massacre and Raid
The recommended way to learn settlement layouts, farm materials, and climb Mercenary rank.
- Gear: Dominator with two primaries. Lasers for shields, bullets for bodies.
- Stack them. Hold several raid missions at once. Scan every kill for bounties.
- Snipe first. Guards only raise personal shields once threatened, so picking them off from a rooftop before entering buildings works well.
- Energylink overload kills silently. Bodies still raise suspicion when found, but nobody saw you.
- Shield Disruptor plus kinetic is the fastest way to delete a shielded target.
- Kill the alarms early if you want a calm cleanup.
- Expect ships to come after you once the mission completes.
Anarchy Settlements ⚠️
- No fines, no bounties, no notoriety. Guards still shoot back.
- Important: settlements inherit the controlling faction's government, not the system's. An Anarchy system can hold a non-Anarchy settlement and vice versa. Check the settlement, not the system.
- Commonly cited Anarchy systems: Usdia, Eurybia, Iah Bulu. Find more on Inara. Keep a list, because a system can drop off when it enters Civil War or another state.
On-Foot Conflict Zones: The Basics
| Fact | Detail |
|---|---|
| How to join | Frontline Solutions in a concourse. Shows nothing if no local factions are at war. |
| Transport | A Frontline dropship (a converted Vulture), you plus up to five others |
| Teams | 12 combatants per side |
| Reinforcement points | Both sides start at 1,000. Each death costs 5. |
| Control points | Six (Alfa to Foxtrot), max three active at once. A capture costs the enemy 50 points and pays you a 3,000 credit bond. |
| Death | You redeploy on an incoming dropship. Change loadout during the descent. |
| Winning | Drop the enemy to zero and kill everyone left |
| Cash out | Frontline Solutions, or any Combat Voucher Contact |
Intensity and Pay
| Intensity | Rough Payout |
|---|---|
| Low | About 500,000 credits |
| Medium | Between |
| High | 5 to 20 million credits, depending on skill and gear grade |
Only Frontline Solutions shows real intensity. The desk displays a system map with each zone's Conflict Intensity. Ignore the plus signs and shield icons in the nav panel, and the Threat level in the system map. They are unrelated.
Tactics
- Capture points are the fast win. 50 enemy points per capture versus 5 per kill.
- The dual Karma L-6 Dominator is the community's top High-intensity build. Splash damage gets multi-kills on grouped enemies.
- Access restrictions are off in a conflict zone, so powered doors open for both sides. Consoles and data ports are locked down.
- Unpowered zone? You still need the Energylink and possibly the Arc Cutter to get inside buildings.
- Ships can intervene, but anti-ship turrets and Enforcers with Karma L-6 rockets punish them. Ground allies must clear those first.
- Best anti-infantry ship weapons: Missile Racks and Pack-Hound Missiles.
- Best anti-ship handheld: the Karma L-6.
Loot Priority
| Priority | What | Where |
|---|---|---|
| 1 | Suit and Weapon Schematics | CMD and PWR lockers only |
| 2 | Data from data ports | Every building. Check for data terminals before lockers in each room. |
| 3 | Assets (Chemicals, Circuits, Tech) | Lockers without passcodes, floors, box tops. Barterable. |
| 4 | Goods | Passcode lockers. Mixed value. Some are engineering materials, some are pure credits. |
| 5 | Power Regulators | PWR buildings, some POIs |
Locked lockers open with the Arc Cutter (aim at the red striped beam at the base). Locked containers need the code or an E-Breach, which is why loose ground containers usually are not worth the time. Backpack fills fast. Offload to the SRV or ship often.
Relog Farms ⚠️
Documented 2022 to 2024. Frontier patches these, so verify before relying on them. Never relog during a reactivation or restore mission. These are standalone POIs.
Relog Farms
| Farm | How |
|---|---|
| Manufacturing Instructions (needed in bulk for upgrades) | Take an Odyssey salvage mission for a Micro Transformer or Circuit Board. It spawns a crashed nav beacon with a data point. Download data but do not take the mission item. Stand on top of the beacon and relog. You respawn inside the beacon, shielded from scavengers. Roughly 100 per hour. |
| Settlement Defence Plans, Patrol Routes, Surveillance Logs, Ballistic Data, Maintenance Logs | Take a Horizons mission from your ship, like "Liberate bootleg liquor." Look for a minor wreckage POI containing a destroyed SRV and skimmer. The skimmer's data point relog-farms and spawns no enemies. Do not take the mission item. Finding the right POI may take 9 or 10 mission rolls. |
| Power Regulators | Take a salvage mission for a non-mechanical component. Look for a landed (not crashed) ship POI. Land behind its engines with 4 pips to SYS and check your ship's salvage list. Relog until a working (glowing blue) regulator appears. |
Relogging spawns scavengers. Relog again to clear them. They stop after 3 to 5 cycles.
The Ship That Makes This Easy
| Requirement | Why |
|---|---|
| Small hull | Constant landings on rough ground. Some settlements have small pads only. |
| SRV | Drop-off base, suit swaps mid-mission, running over scavengers |
| Dumbfire missiles (size 1 or 2 advanced rack) | The only truly effective anti-infantry ship weapon. Mines and Remote Flechette also work. Flechette does not destroy Horizons loot. Every other ship weapon is useless against people. |
| Decent shields and armor | On-foot weapons do surprising damage to ships |
| A small cargo rack | Some Horizons missions that pay Odyssey materials need it |
| Optional | DSS, fuel scoop, high boost speed |
Good picks: Vulture, Diamondback Scout or Explorer, Viper, Cobra Mk III or V, Dolphin, Imperial Courier.
Mind Your Ship
This is how people get stranded. On-foot weapons shred parked ships.
- Park a short distance away and approach by SRV at any POI expecting company.
- If alarms go off, dismiss your ship immediately.
- When you are ready to leave, relog first to reset the instance, then summon the ship safely.
- If you must have the ship during an alarm: clear every hostile, disable the anti-ship turrets from the control console, and destroy any skimmers first.
- No ship and no Apex booking means death. Keep credits for an Apex shuttle.
Gotchas
- Land 100 m outside the settlement. Not the pad.
- Ground missions only exist on the concourse board. You cannot see them from your ship.
- "Nonviolent" means zero harm to anyone. Harder than it sounds.
- Negotiating with a concourse NPC can backfire and lose you the mission.
- Never relog during a reactivation or restore. The loot disappears.
- E-Breaches are not auto-loaded. Transfer them from Manage Inventory at your ship.
- E-Breaches are only sold under Anarchy or Communism factions.
- Check data terminals before lockers in each room.
- Scan before you shoot. Powerplay NPCs and friendlies mix in with scavengers at restore sites.
- Dead bodies raise suspicion when found.
- Discard a cloned profile the instant you get scanned.
- Threat level is gear grade, not headcount.
- Settlements inherit their controlling faction's government, not the system's.
- Extra Backpack Capacity does not cover consumables.
- Fleet carrier Pioneer Supplies never stocks pre-upgraded gear, but does stock every suit, weapon, and consumable.
- Carrier escape pods teleport you to the last station you docked at, leaving your ship behind. Useful if a carrier jumps away with you aboard.
Tools
| Tool | Where | Use |
|---|---|---|
| OMG (Odyssey Map Guide) | elitedangereuse.fr/outils/quizengine/omg_1.1.html | Bird's eye view of every known settlement layout, with door, terminal, and alarm panel locations. The single most useful ground tool. |
| EDOMH | github.com/jixxed/ed-odyssey-materials-helper | Tracks your materials and builds wishlists from blueprints |
| EDSM advanced search | edsm.net | Filter systems by economy and government to find Extraction and Anarchy targets |
| Inara | inara.cz | Settlement details, controlling factions, Anarchy hunting |
| StealthBoy (YouTube) | youtube.com/c/StealthBoyElite | Deep dives on Odyssey stealth and NPC behavior |
Needs Checking ⚠️
| Item | Why | Where to Check |
|---|---|---|
| Relog farms | Documented 2022 to 2024. Frontier patches these. | Test, or check recent forum posts |
| Tech asset farm loop | 2022 method, updated 2024. Settlement layouts are stable, but the supercruise reset could be patched. | Test in game |
| Anarchy system list | Usdia, Eurybia, Iah Bulu are community favorites. Faction control shifts. | Inara |
| Weapon tier list | From a 2022 guide edited through 2023. No major on-foot weapon rebalance found since. | Community forums |
| Conflict zone payouts | Vary widely with skill and gear grade | Test in game |
| Mission spawn states | Infrastructure Failure and Civil Unrest are the known triggers | Inara system pages |
| Power Regulator relevance | The 2024 rework removed them from suit upgrades | Suit Engineering |
Sources
| Source | Used For |
|---|---|
| Inara logbook by CMDR Hanchen: Covert heist and theft guide (2022, updated April 2026) | NPC behavior rules, cloning technique, alarm triggers, settlement difficulty ranking, containment unit mechanics, distraction trick, radar reading |
| Inara logbook by CMDR Hanchen: Efficient Odyssey material farming (2022, updated 2024) | Reactivation and restore loop, scavenger variance, settlement loot types, all three relog farms, on-foot ship outfitting |
| Inara logbook by CMDR Hanchen: Which handheld weapons should you choose? (2022, edited 2023) | Full weapon tier list, stat table, mod recommendations, dual L-6 build |
| Inara logbook by CMDR Hanchen: Farming tech assets (2022, updated Sept 2024) | The medium Extraction settlement loop, supercruise loot reset, passcode locker rule, EDSM search tip |
| Pilots Trade Network: Odyssey Beginners Guide (updated June 2026) | Keybinds, consumable list and behavior, E-Breach rules, damage types, suit traits, nonviolent mission warning, Anarchy systems, Mind Your Ship, carrier services |
| Elite Dangerous Wiki (Fandom): Conflict Zone (On Foot), Bonds | Frontline mechanics, team sizes, reinforcement points, control points, payout ranges |
| Elite Dangerous Wiki (Fandom): Settlement, On Foot, Mission Board, Consumables | Turret controls, alarm-linked objects, mission overview, skimmers |
| Frontier: Odyssey Guide (official) | Tool functions, terminal FACILITIES and STAFF LIST, Energylink overload, rooftop sniping |
| Frontier Forums: Odyssey threat levels thread | Threat level equals enemy gear grade, guards one grade above scavengers |
| Frontier Forums: Odyssey Mission Q&A Recap | Bonus pay for undetected and non-lethal runs |
| Steam discussions and guides (2021 to 2026) | Access level chaining, Arc Cutter on lockers, SRV as drop-off, dumbfire missiles, alarms before reactor |