Introduction
In this guide, I will list every enemy encounter in SOMA. I'll also try to explain every creature's abilities, and estimate their scariness and difficulty from my own experience. I also did drawings for how to avoid a few.
The Construct
The Construct
Abilities: Fast
Scariness: 2
Difficulty: 2
Minor
You encounter The Construct throughout Site Upsilon (the place where you wake up). It starts moving from the room with four helper-robots next to the room with the pilot seat. You can hear it dragging itself into a nearby vent. This part is only meant to make you scared. You can actually leave the room when the sound starts playing safely, without getting chased.
After that you will come to a big room where the lights go out. There is a door with a pneumatic lock on it. When you approach the door, The Construct will scream and bang on the door for about 15 seconds. If you open the lock while the screen is glitching, it will come from the room and charge at you.
After you've acquired The Omnitool and go trough a corridor, a vent hatch will fall from the ceiling violently. The hole in the ceiling will glow for a while, and The Construct will make sounds. Luckily, this is also just a scare, and doesn't kill you.
The last scare happens while crawling in the vents.
Major
1. After you restore the power and talk to Catherine, you will fall from the ladder or the catwalk, depending on which route you take. It will make a loud noise, attracting the robot. The Construct will come up the stairs and go to the place of the sound's source. It's route is always the same, making it easy to avoid.
How to avoid:
Remember to crouch! If you make noise or get noticed, it's route will change!
2. After escaping The Construct, you will encounter a "Mockingbird", that contains the brain scan of Carl Semken. You have two options here: Flip a switch in the other room and sneak past The Construct, or flip the switch next to Carl, skipping the encounter with the robot, but leaving Carl suffering for eternity. If you decide to save Carl from the agony, you have to watch out for The Construct. I'm not sure but I think it's movement is random this time. You can hide behind the boxes in the hallway, but you can also dash from the room with the switch after you flip it and run under the stairs in the main room.
Scavengers
Scavenger
Abilities: None
Scariness: 1
Difficulty: 1
Scavengers are small robots with a red light. You encounter two outside Upsilon and one outside Lambda. They are without a doubt, the easiest to avoid out of all enemies. They are extremely slow, dumb and give up easily. You can just run past them without problem. They will follow you for about 3 seconds, then give up (except the one outside Lambda. It will follow you for longer)
Fleshers
Flesher
Abilities: Teleportation
Scariness: 3
Difficulty: 4
Minor
You first encounter a Flesher in Lambda. You're safe as long as you stay away from it and don't look at it. When Catherine screams, go to the room next to the entrance and hide behind the boxes until the music stops.
After leaving Lambda, a Flesher will teleport in front of you a couple of times. Luckily, this is just a scare.
Major
1. After entering M.S. CURIE (the huge vertical shipwreck) and entering a room with two doors right after each other, You have to sneak past a hostile Flesher. This is sometimes easy and sometimes it takes a while. If you have luck, the Flesher goes right into the big room in the middle, allowing you to sneak past it without too much problem.
Don't run! It will notice you!
2. After you climb up the ladder and visit the escape vessel, you have to sneak past the same creature again. This time it's a lot harder, thanks to the one room between you and the Flesher. Just don't look at it while performing social distancing, and you (maybe) should be fine.
3. After pulling off the support from the reactor core, the Flesher will chase you to the escape vessel. Just remember the way you came and you're fine.
Proxies And Akers
Proxy
Abilities: Excellent hearing, fast
Scariness: 5
Difficulty: 4
Terry Akers
Abilities: Excellent hearing, fast
Scariness: 6
Difficulty: 6
Minor
If you peek out of the window in the Theta employee rooms, you can see Akers walking around.
After completing certain objectives in Theta, two huge doors will slightly open, revealing Mind Coral (the stuff that looks like flesh), and you can hear Proxies making... well, interesting sounds.
When crawling in the vents, you can hear Akers going wild.
Major
1. In Theta, you have to reset the router downstairs, while being with a Proxy creature. There's no specific strategy here, just watch out for the objects scattered around on the floor, since the smallest sound will alert the Proxy. Remember to crouch, and DON'T TOUCH YOUR FLASHLIGHT! If you toggle the flashlight, it will hear the little click it makes. It also hears if your flashlight runs out of power, so best if you don't use it at all.
When you reach the router, you have to open the glass and flip the tiny switch. The Proxy will 100% hear this and will run to the router. Quickly hide behind the servers at the sides of the room. The router will load for some time, making a sound when it's completed. After the sound, you have a minute to flip the switch again, resetting the router. After that, you can leave.
2. Possibly the hardest part in the game. After successfully scanning yourself and trying The ARK simulation, you leave the safe spot entering the halls of Theta labs. The first thing you hear is violent banging and screaming. You have to avoid Mr. Akers in the maze that is Theta labs, while trying to get the elevator working. This part is a bit confusing, but I'll try to show you what to do:
1. Go to the storage and grab an item.
2. Break the window with the item and jump in. Take the chip from Brandon Wan's corpse.
3. Go to the security checkpoint and lock yourself in with the computer. Format the chip.
4. When the chip cipher is updated and Akers has left, unlock the door and head to the elevator. Then install the chip and take the elevator.
3. You really can't have a break in Theta, can you? Just when you think you're safe, you get caught by Terry. After getting out of the Mind Coral, you have to survive not one but THREE Proxies. Luckily, they seem pretty stupid, so getting past them isn't that hard (except the last one).
Anyway, here's a simplified guide on how to sneak past them:
1.
2.
3.
Jonathan Ross
Johan Ross
Abilities: Teleportation?
Scariness: 4
Difficulty: 0
I'm just going to make this clear; Ross is NOT hostile. He's just there to scare you at Omicron and Tau, sometimes appearing and saying things like "Poison the well". Don't worry about him, he's not going to attack you. (except at Site Alpha, but he gets eaten by the Leviathan before he can hurt you.)
Robot Head Girl
Robot Head
Abilities: Detects movement easily, very fast
Scariness: 2
Difficulty: 2
1. You encounter Robot Head in the power room, where you need to steal a battery in order to change suits. She cries in the corner of the room, next to the battery pack. When moving, take a step or a few and stop for a while. If you take too many steps when close to her, parts of her body start to glow, she starts snapping her scissor-like hand, and music plays. When this happens, don't move. She will calm down in a few seconds. If you continue moving while the music plays, she will scream and chase you. Move very slow and tap W when moving, and you should be safe. Just don't piss her off, the task should be fairly easy.
2. After completing all the tasks in Omicron. Head back to the room with the suit. On the way there, the glass of the containment chamber breaks, and Ross says he'll "follow you there".
Robot Head will chase you to the room. Just run and don't stop, she won't catch you.
Abyss Creatures
Leviathan
Abilities: None
Scariness: 3
Difficulty First encounter: 1, second encounter: 5
Viperfish
Abilities: None
Scariness: 2
Difficulty: 1
Anglerfish
Abilities: Stealth
Scariness: 4
Difficulty: 2
1. The Abyss creatures are fish-like creatures that look like faces (thanks, WAU), and they chase you on the bottom of the sea.
You first encounter the Leviathan after leaving the Omicron climber. Just keep moving and stay close to the lights. Shortly after the encounter, a shoal of Viperfish will start following you. Just don't stop and they can't even get close. You're safe when you reach the cave with the spiders. When you exit the cave, you'll see a bright light to your left. DO NOT APPROACH IT. It's the Anglerfish trying to lure you. Instead, go to your right. You should see a dim light in the darkness.
2. After escaping Site Alpha, you get pursued by the Leviathan all the way to The Omega Space Gun. This time, though, it is much more aggressive. It doesn't care about the lights anymore, it's very hungry. There's a change in the music when it's about to attack, so when the music gets louder with more layers, quickly run to a nearby cave or behind scrap. If it gets you, there's a chance it drops you further back than you were, making it very frustrating.
Jin Yoshida
Jin Yoshida
Abilities: Very fast
Scariness: 7
Difficulty: 4
You encounter Jin Yoshida in Tau. He comes from behind the big blast door when you open it. He moves extremely fast, but if you look at him, he will stop for a while.
I apologize if my map is inaccurate, since I make all of these from memory.
Bye Bye!
Congratulations! You beat SOMA! I hope this guide helped, this took me almost 7 hours. Feel free to mention if I forgot something in the comments. I had really fun making this. Bye!
-Shrew
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2434401520
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