On Footground-game

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.

Verified: September 11, 2026Game: 4.4.x (Rhino SRV update)

Mostly evergreen. Mission spawn conditions and Anarchy systems shift with the BGS ⚠️. Requires **Odyssey.**

01

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.
02

Bind These Keys First

The tutorial never mentions most of these. Not binding them is why new players die.

ActionDefaultWhy 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 WeaponURebind to X. NPCs give you seconds to stow a weapon before turning hostile.
Use Medkit6Instant heal without opening the item wheel
Use Energy Cell7Instant battery refill without the wheel
Open Insight HubQ (hold)Backpack, maps, comms, carrier management, and summoning an Apex shuttle when away from a station
Emote WheelB (hold)Tap to point. Required by the EDOMH materials tool.
03

The Suits

SuitUnique TraitBackpackUse It For
MaverickArc CutterLargestEverything involving looting, settlements, or surface POIs
DominatorCarries a second primary weaponSmallestConflict zones and pure combat missions
ArtemisGenetic SamplerMediumExobiology only
Flight SuitNoneTinyCannot 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.

04

The Damage Triangle

TypeMakervs. Shieldsvs. HealthSpeed
ThermalTakada (TK)StrongWeakHitscan, instant
KineticKinematic (Karma)WeakStrongFast projectile
PlasmaManticoreGoodGoodSlow projectile
ExplosiveKarma L-6 and grenadesSplashSplashSlow 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.

05

Weapon Tier List

Community tiers from a veteran's comparison. Pick three total: 2 primaries and 1 secondary. Upgrading more than that wastes materials.

    06

    Tier A

    WeaponTypeWhy
    Karma L-6 (rocket launcher, primary)ExplosiveOne-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)PlasmaTwo-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)Plasma100 m range, very high damage. Slow bullet speed means you must lead moving targets. Excellent on unsuspecting scavengers.
    Manticore Intimidator (plasma shotgun, primary)PlasmaThe only weapon that can drop shields and armor in one shot if every pellet lands. 7 m effective range.
    07

    Tier B

    WeaponTypeWhy
    TK Aphelion (thermal rifle, primary)Thermal70 m range, hitscan, stable. Reportedly the best on-foot PvP weapon because hitscan beats leading a moving player.
    Karma AR-50 (kinetic rifle, primary)KineticLongest range of the kinetics at 50 m. Pair with a thermal.
    Karma P-15 (kinetic pistol, secondary)KineticHighest base damage of any kinetic. Very high recoil. Terrible against shields.
    TK Zenith (thermal pistol, secondary)ThermalFires a 3-laser burst. Best thermal for stripping shields. Bad recoil.
    08

    Tier C and D

    WeaponVerdict
    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.
    09

    Stat Table

    Weaponvs Shieldsvs ArmourRangeBullet SpeedAmmoMagazineReloadHandlingRecoil
    Karma L-6very highvery high300 mslow82very slowvery slowsmall
    Manticore Tormentorvery highvery high15 mslow726mediumfastmedium
    Manticore Executionervery highvery high100 mslow303slowslowmedium
    Manticore Intimidatorvery highvery high7 mslow242mediummediumsmall
    TK Aphelionhighlow70 mhitscan15025mediummediummedium
    Karma AR-50lowhigh50 mfast20040mediummediummedium
    Karma P-15very lowvery high25 mfast12024fastmediumvery high
    TK Zenithvery highvery low35 mhitscan9018fastfastvery high
    TK Eclipsehighvery low25 mhitscan28040fastfastmedium
    Karma C-44very lowhigh25 mfast36060mediumfastmedium
    Manticore Oppressorlowlow35 mslow30050mediummediummedium
    10

    Weapon Mod Notes

    WeaponBest Mods
    Karma L-6Magazine 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 TormentorVery flexible. Audio Masking plus Noise Suppressor makes it a silent assassination tool. Or Stowed Reloading, Faster Handling, Magazine Size for combat.
    Manticore ExecutionerAudio Masking (fire outdoors without alerting the settlement), Scope, Magazine Size
    Manticore IntimidatorMagazine 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 betweenFaster Handling and Stowed Reloading, every time
    11

    Consumables

    Your ship holds 100 of each. Your backpack gets a few on disembark, set by suit capacity. Restock at any Pioneer Supplies.

      12

      Consumables

      ItemWhat It DoesNotes
      MedkitRefills health to fullYou carry very few. Bind the key.
      Energy CellRefills suit battery to fullIf you are not under pressure, find a recharge port instead and save the cell.
      E-BreachHacks a panel or scanner without authorizationIllegal 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 GrenadeExplosive damage in a radiusMind the throwing arc in low gravity
      Shield DisruptorEMP. Wipes shields in the blast radius, no health damage.Pairs perfectly with a kinetic weapon: disrupt, then shoot bodies.
      Shield ProjectorSticky 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.

      13

      Buildings

      CodeBuildingUsually Holds
      CMDCommandAlarm panel, main terminals, suit and weapon schematics. Highest security.
      PWRPower CentreReactor, power regulator socket, often the alarm panel, schematics
      HABHabitationCivilians, lockers, sometimes the alarm panel at small settlements
      OthersProduction, Research, Storage, Medical, ExtractionLoot, data ports, low-level NPCs

      Schematics only spawn in CMD and PWR lockers. Nowhere else. If that is what you want, go straight there.

      14

      Defenses

      ThreatHow to Handle It
      Anti-personnel turretsFixed firing arc. Walk around them, or shut them off from a Turret Control panel (Level 2)
      Anti-ship turretsThese kill your parked ship. Same control panel.
      Goliath skimmerBig walking gun. Note its patrol route before committing.
      Sentry skimmersShootable. Sometimes spawned underground.
      No-fly and trespass zonesFines first, then hostility
      15

      NPC Types

      TypeExamplesBehavior
      CivilianTechnician, Researcher, AdministratorNever scans you. Only turns hostile if it catches you in a crime or you ignore a warning.
      SecurityScout, Striker, Sharpshooter, Enforcer, CommandoScans you periodically when it can see you. Roughly one gear grade above local scavengers.
      16

      Lever 1: Authorization (Levels 0 to 3)

      Chain up the ladder: clone a Level 1 outside, use it to enter a Level 1 building, clone a Level 2 inside, use that to reach a Level 2 building, clone a Level 3 there.

      LevelTypical HolderOpens
      0Outside workersNothing useful
      1Low-level staff outsideBasic buildings
      2Staff inside Level 1 buildingsMost things, including turret controls. Enough for most covert missions.
      3Staff deep inside Level 2 buildings, usually CMD or PWREverything

      Safest clone: stand on a roof, scan an NPC through a window while their back is turned. Crouch the whole time. Running and jumping draws attention. Second best: crouch-follow an outdoor NPC from directly behind. Cloning is only illegal if seen. Nobody, including the person you cloned, may be looking. Scanned while holding a stolen profile? Hit Clear Authority Level. You instantly read as clean and can steal another right away. NPCs do not react to you discarding it, and they do not react to seeing you inside a high-clearance area afterward.

      17

      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.
      18

      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.
      19

      NPC Behavior Rules

      Learn these eight and stealth stops being scary.

      1. 1NPCs walk fixed looping routes. Watch one loop and you can predict them. Two NPCs who meet will stop and chat for a moment.
      2. 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.
      3. 3Civilians never scan you.
      4. 4Passing a scan buys you a few minutes where no other guard will try.
      5. 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.
      6. 6NPCs ignore you opening lockers, using panels, crouch-walking, or items quietly disappearing over time.
      7. 7They go instantly hostile if they see you take a good or asset, or download illegal data, even with alarms off.
      8. 8Stolen assets and data do not show on a scan. Goods marked "traceable" do.
      20

      Where Missions Come From

      SourceWhat You Get
      Concourse terminalsThe 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 terminalsMissions 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.

      21

      Mission Types at a Glance

      MissionCategoryWhat You DoBest ApproachDifficulty
      ReactivationRestoreTurn power back on at a dead settlementClear scavengers from your ship, then power up fast. The best farm in the game.Easy
      RestoreRestoreSame, plus put out firesSame, slightly longerEasy
      Collection / DeliveryTransportFetch or carry an itemThreat 0. Your first missions.Very easy
      SalvageSalvageRecover an item from a surface POIDumbfire the scavengers, land close, grab itEasy
      Larceny (hidden cache)LarcenyGrab an illegal good from three containers at an "irregular markers" POIArc Cutter plus Energylink overload on each. 3 to 5 weapon schematics per run.Easy
      TheftProcurementSteal from a locked locker. You get the code.Clone Level 2, walk in, open, leaveMedium
      Covert TheftProcurementSame, but alarms tripping fails the missionAlarms usually optional. Just stay unseen.Medium
      HeistProcurementSteal from a sample containment unitAlarms must be off. 3 minute open timer.Hard
      Covert HeistProcurementSame, with the no-alarm ruleAlarms off, then wait out the timer from coverHard
      SabotageSabotageBreak or shut down a specific systemAlarms off firstMedium
      Massacre / RaidCombatKill a set number of NPCsDominator. Snipe from rooftops first.Medium to hard
      AssassinationCombatKill one named targetFind them via terminal STAFF LIST, then snipe or EnergylinkMedium
      On-Foot Conflict ZoneCombatTeam battle for a settlementFrontline 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.

      22

      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.

        23

        The Loop

        1. 1Take every reactivation or restore mission on the board in that system.
        2. 2Do not request docking. Land about 100 m outside, full pips to shields.
        3. 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.
        4. 4Go straight to PWR and restore power. Use a terminal to locate it.
        5. 5Scavengers cannot spawn once power is on. Move fast enough and you skip combat entirely.
        6. 6Loot everything. CMD and PWR first for schematics. Scan every data port.
        7. 7Park the SRV mid-settlement as a drop-off so you stop running back to your ship.
        8. 8Never relog mid-mission. All the loot vanishes.
        24

        What Each Settlement Type Drops

        SettlementLeans Toward
        MilitaryWeapon and suit schematics
        High Tech, TourismMore data points, fewer schematics
        ExtractionAssets, especially Tech
        Agricultural, IndustrialBalanced
        Bigger settlementsMore 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.

        25

        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.

          26

          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.
          27

          The Loop

          1. 1Land near building #1. Not the landing pad, which draws security.
          2. 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.
          3. 3Enter building #1. Scan every NPC inside so they show on your radar. These are all civilians, so being seen is fine.
          4. 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.
          5. 5Walk to building #2 and repeat. You should meet no security on the way.
          6. 6Return to your ship.
          7. 7Enter supercruise, then immediately abort it. This resets the loot in the settlement.
          8. 8Land again. Repeat from step 1.
          28

          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.
          29

          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 TypeDifficulty
          AgriculturalEasiest
          Extraction, IndustrialManageable
          MilitaryHard
          High TechHardest
          Small settlements with no CMD buildingEasier 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.

          30

          The Run

          1. 1Land 100 m outside.
          2. 2Walk a lap first. Scan every NPC you can. Note entrances, terminals, power sockets. You are clean, so scans do not matter yet.
          3. 3Clone a Level 2 profile. Roof, window, back turned.
          4. 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.
          5. 5Locate the item from a terminal. It gets marked on your map.
          6. 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.
          7. 7Leave. If it goes loud: shields on, get to a rooftop, run for the ship you parked outside.
          31

          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.
          32

          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.
          33

          On-Foot Conflict Zones: The Basics

          FactDetail
          How to joinFrontline Solutions in a concourse. Shows nothing if no local factions are at war.
          TransportA Frontline dropship (a converted Vulture), you plus up to five others
          Teams12 combatants per side
          Reinforcement pointsBoth sides start at 1,000. Each death costs 5.
          Control pointsSix (Alfa to Foxtrot), max three active at once. A capture costs the enemy 50 points and pays you a 3,000 credit bond.
          DeathYou redeploy on an incoming dropship. Change loadout during the descent.
          WinningDrop the enemy to zero and kill everyone left
          Cash outFrontline Solutions, or any Combat Voucher Contact
          34

          Intensity and Pay

          IntensityRough Payout
          LowAbout 500,000 credits
          MediumBetween
          High5 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.

          35

          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.
          36

          Loot Priority

          PriorityWhatWhere
          1Suit and Weapon SchematicsCMD and PWR lockers only
          2Data from data portsEvery building. Check for data terminals before lockers in each room.
          3Assets (Chemicals, Circuits, Tech)Lockers without passcodes, floors, box tops. Barterable.
          4GoodsPasscode lockers. Mixed value. Some are engineering materials, some are pure credits.
          5Power RegulatorsPWR 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.

          37

          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.

            38

            Relog Farms

            FarmHow
            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 LogsTake 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 RegulatorsTake 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.

            39

            The Ship That Makes This Easy

            RequirementWhy
            Small hullConstant landings on rough ground. Some settlements have small pads only.
            SRVDrop-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 armorOn-foot weapons do surprising damage to ships
            A small cargo rackSome Horizons missions that pay Odyssey materials need it
            OptionalDSS, fuel scoop, high boost speed

            Good picks: Vulture, Diamondback Scout or Explorer, Viper, Cobra Mk III or V, Dolphin, Imperial Courier.

            40

            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.
            41

            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.
            42

            Tools

            ToolWhereUse
            OMG (Odyssey Map Guide)elitedangereuse.fr/outils/quizengine/omg_1.1.htmlBird's eye view of every known settlement layout, with door, terminal, and alarm panel locations. The single most useful ground tool.
            EDOMHgithub.com/jixxed/ed-odyssey-materials-helperTracks your materials and builds wishlists from blueprints
            EDSM advanced searchedsm.netFilter systems by economy and government to find Extraction and Anarchy targets
            Inarainara.czSettlement details, controlling factions, Anarchy hunting
            StealthBoy (YouTube)youtube.com/c/StealthBoyEliteDeep dives on Odyssey stealth and NPC behavior
            43

            Needs Checking ⚠️

            ItemWhyWhere to Check
            Relog farmsDocumented 2022 to 2024. Frontier patches these.Test, or check recent forum posts
            Tech asset farm loop2022 method, updated 2024. Settlement layouts are stable, but the supercruise reset could be patched.Test in game
            Anarchy system listUsdia, Eurybia, Iah Bulu are community favorites. Faction control shifts.Inara
            Weapon tier listFrom a 2022 guide edited through 2023. No major on-foot weapon rebalance found since.Community forums
            Conflict zone payoutsVary widely with skill and gear gradeTest in game
            Mission spawn statesInfrastructure Failure and Civil Unrest are the known triggersInara system pages
            Power Regulator relevanceThe 2024 rework removed them from suit upgradesSuit Engineering
            44

            Sources

            SourceUsed 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), BondsFrontline mechanics, team sizes, reinforcement points, control points, payout ranges
            Elite Dangerous Wiki (Fandom): Settlement, On Foot, Mission Board, ConsumablesTurret 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 threadThreat level equals enemy gear grade, guards one grade above scavengers
            Frontier Forums: Odyssey Mission Q&A RecapBonus 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
            Cross links
            Module 3 (On-Foot Engineering)Module 5 (Ships)Module 6 (Mercenary rank)Module 9 (Money loops)Module 11 (Exobiology)Module 14 (Operations)Module 16 (BGS states)