Overview
Welcome, Commanders. This guide aims at being a comprehensible at-a-glance codex for as much information regarding Odyssey as I can reasonably cram into it. It aims at giving overviews for basic mechanics, tools, and activities. Please Be Warned That This Guide Contains Spoilers.
◇ Chapter 1 – Weapons, Suits, Consumables, Tools ◇
◇ 1.1 – Weapons◇
In Odyssey, there exists 3 different and distinct weapon damage types. Kinetic, Thermal, and Plasma.
Kinetic weapons are produced by Kinematic and function like real life firearms (ie: projectile). They are ineffective against shields, but highly effective against flesh. It is recommended to knock your combatants shields offline with a different method before using a kinetic weapon on them. These weapons are also fairly useful against unshielded SRVs and unshielded Skimmers).
Kinetic Weapon Types:
Karma AR-50 (Assault Rifle, primary Slot)
Karma C-44 (SMG/Carbine, Primary Slot)
Karma P-15 (Handgun, Secondary Slot) (This Weapon is provided to users for the duration of the Odyssey Tutorial)
Karma L-6 (Rocket Launcher, Primary Slot)
Thermal weapons are produced by Takada and function as laser weaponry. They tend to be high rate of fire with decent capacity to melt shields (and unshielded Skimmers and SRVs). However, they are relatively weak against flesh, making them more suited for exclusive use against shields.
Thermal Weapon Types:
TK Aphelion (Assault Rifle, Primary Slot) (Note: This Weapon Is provided to users for the duration of the Odyssey Tutorial)
TK Eclipse (SMG/Carbine, Primary Slot)
TK Zenith (Handgun, Secondary Slot)
Plasma Weapons are produced by Manticore and function familiarly to the plasma weaponry in Fallout3/Fallout new vegas. They are highly effective against shields AND soft targets, not to mention SRVs and Skimmers. However, the trade off for their effectiveness is the slow movement speed of the projectile these weapons fire. Leading your targets is crucial to not wasting ammunition.
Plasma Weapon Types:
Manticore Executioner (DMR, Primary Slot)
Manticore Intimidator (Shotgun, Primary Slot)
Manticore Oppressor (Assault Rifle, Primary Slot)
Manticore Tormentor (Handgun, Secondary Slot)
Handheld Firearms can be upgraded from Grade 1 to Grade 5 with Components, Goods, and Data. Each grade increases a weapon’s DPS and adds one slot for Engineering modifications. Pioneer Supplies locations occasionally stock weapons at higher grades that may also come with at least one Engineer modification pre-installed; these high-grade weapons are one-of-a-kind and cost substantially more than normal stock.
NOTE: Modifcations CANNOT be removed from weapons once installed. Once they are installed, that mod is now permanently attached to that weapon. IT IS HIGHLY ADVISED TO PICK UP MORE THAN ONE OF A WEAPON YOU LIKE FOR PURPOSES OF EFFECT EXPERIMENTATION.
◇1.2 – Pilot Suits◇
There exist 4 purchasable suits in Odyssey: Flight, Maverick, Dominator, and Artemis.
The Flight Suit (produced by Remlok Industries) comes free of charge to all pilots and offers no special bonuses, whatsoever. It comes with a basic personal shield system, air reserve, profile analyzer, and energy link, and a secondary weapons slot, as well as a flashlight and slots for 1 Medkit and 1 Suit Energy cell. It is not recommended for use in any scenario and cannot be upgraded or engineered in any way. It does not have a primary weapon slot and cannot hold any other consumables at all.
Maverick Suit
The Maverick Suit (produced by Remlok Industries) is a general upgrade to the flight suit, with a higher carrying capacity for goods, assets, higher shields and MUCH higher shield regen. It also comes with a basic kit pilots’ kit of profile analyzer, flashlight, and energylink. However, the value in this suit is in its arc cutter, which allows users to break into certain lockers, containers, and get into locked rooms. It is the definitive suit for scavenging and a necessary purchase to successfully complete many missions offered by NPCS. It can be engineered and upgraded in exchange for materials. f
Dominator Suit
The Dominator Suit (produced by Manticore) is a suit designed exclusively for combat. It boasts the highest shield capacity and shield regen speed, as well as the ability to carry high amounts of all consumables, all while keeping the user safe with its high armor. It has 3 weapon slots: 2 Primary, 1 Secondary, so there is a high degree of experimentation available with loadouts.
Artemis Suit
The Artemis Suit (produced by Supratech) is the only suit that allows the user to take part in Exobiology, as it is the only suit equipped with the Genetic Sampler tool. It boosts a fair speed of shield regeneration, a slightly higher shield capacity than the maverick shield, and lots of space for assets/goods/data. The Artemis Suit however, does not have very many consumable slots, further emphasizing its use outside of combat. It does come with a slot for a Primary weapon as well as a Secondary weapon slot, meaning that the user is not defenseless.
NOTE: All suits (with the exception of the basic Flight Suit) can be Engineered and Upgraded as well as found in stations pre-engineered and pre-upgraded. Engineer effects include Quieter Footsteps, Night Vision, etc. Current Grades are 1-5, with 1 being the most common and anything above being exceptionally rare.
NOTE 2: MODIFICATIONS CANNOT REMOVED FROM SUITS ONCE APPLIED
NOTE3: All Suits Come With Several Free Suit Cosmetics Worth Checking out (hint, hint).
◇1.3 – Consumables◇
There exists 5 consumables in Odyssey: Shield Projectors, Medkits, Energy Cells, Frag Grenade, Shield Disruptors, and E-Breach.
Shield Projectors: Creates a Dome Shield when thrown, ala Halo 3. Can be found in settlement grenade cases and purchased from station ventors.
Medkits: Heals the user if they are injured. Can be found in settlement medical cases and purchased from station ventors.
Energy Cells: Recharges your suit battery, keeping modules powered (modules being flashlight, air supply, jump boost, shields, etc). Can be found in settlements and purchased from station vendors.
Frag Grenades: Self-explanatory. Effective against SRVs, soft targets, and shielded targets. Can be fround in settlement grenade cases and purchased from station vendors.
E-Breach: Allows users to bypass locked containers and access panels on settlements. Very expensive, and can only be found in Anarchy system stations or stations in areas controlled by Communist Minor Factions.
◇1.4 – Tools◇
Each suit comes with its own set of tools (excluding the Dominator suit, which has none). Some of these tools are provided free of charge to all pilots, some are suit specific.
◇PILOT TOOLS◇
Energylink.
The Energylink is an energy transfer tools used to recharge suit batteries at recharge stations, reactivate devices, and overload devices. It has two modes: Siphon and Overload. Siphoning is used in one of two ways: by approaching a recharge station with tool in hand and “firing” at the green energy port on the station within range, thus recharging your suit the longer you hold down the “trigger”. The other method is to approach a powerless device, locate the energy port on it, and “fire at it”, thus transferring some of your suit battery and recharging the device. Neither of these are illegal activities and will not invoke a hostile response. Overload, however, is an illegal activity as it involves overloading and destroying a device. To use this mode, you must switch the Energylink into overload mode, which you can bind in the options (R key by default). From there, you approach an active device and “fire” at its energy port. This completely destroys the device, rendering it totally unusable, so be warned.
Both Overload and SIphon works on airlocks, station screens, suit recharge stations, and even some base defenses. Allegedly, the Overload function also can be used to kill NPCs, thought I’m unsure if this is still in the game or even intended by the developers.
Profile Analyzer
The Profile analyzer is a tool used in scanning ground troops for basic information and even copying their security clearance with that particular base or outpost. It has two modes: Scan Mode and Profile Cloning Mode. Scan Mode is used by equipping the Profile Analyzer and approaching your target, then “firing” at them. This sometimes provokes a hostile response if the NPC or player is wanted, but most of the time it is accepted without incident. This provides a basic set of information to the user, such as bounty status, name, rank, and goods. Corpses can be scanned for the same informtion. Profile Cloning Mode, however, is an ILLEGAL usage and will always elicit a hostile response. This mode is akin to stealing someones keycard in other video games. It grants you the NPC (or players) access level for that settlement, allowing you to go into restricted areas. This mode is used in the same way as Scan Mode and can also be used on Corpses.
◇SUIT SPECIFIC TOOLS◇
Arc Cutter
The Arc Cutter is a tool attached exclusively to the Maverick Suit. It is used to open access panels on airlocks, environmental control modules, SRVs, as well as crashed satellites, crashed ships, and maglocks on intact cargo containers. It has no other use.
Genetic Sampler
The Genetic Sampler is a tool attached exclusively to the Artemis Suit and is a necessary tool for Exobiology activities, used to collect and index samples from simple living organisms (ie: Plant Life). Data acquired using this tool is added to the Codex and can sold to Vista Genomics for credits. The sampler has only one mode, Sample Mode. Sample Mode can be used to extract a partial sample from a single specimen of alien plant life. For the purposes of locating a valid specimen, the Genetic Sampler comes with a pulsing scan mode with a range of 70 meters. Unsampled Specimens show up as green, blue for specimens that have already been sampled, and purple for specimens of a different species than the sample that is currently stored within the Genetic Sampler. In order to acquire a complete specimen, the user must extract a total of three partial samples from different specimens within the same species that are outside of that species’ clonal colony range. Meaning that if a sample is taken from a specimen of a species with a clonal colony range of 100 meters, then the next two samples need to be taken from specimens at least 100 meters away from the first in order to provide the necessary genetic diversity. Once a user has collected 3 samples, they will combine into one full sample and can then be sold to Vista Genomics for credits and Exobiologist Rank Progress. It should be noted that scanning a different species of floral deletes the sample from your Sampler, so exercise caution.
◇ Chapter 2 – Exobiology and You◇
Exobiologist is a new experience pool that involves ground scientific activities, specifically scanning alien flora. This activity requires the use of the Genetic Sampler tool found on Artemis suits and a DSS (Detailed Surface Scanner). Once you have acquire both of those, you can then set off in search of flora to scan.
Not all planets have scannable flora, so users should pull up the system map and check the details of every landable planet (WITH AN ATMOSPHERE) for biological signals. Once youve found a planet with both an atmosphere, orbit it and scan it with the DSS. A heat map of all areas capable of having exobiology will then appear on the planet once youve fully scanned it. From there, you land and scan them. If you are unsure of how to use the Genetic Sampler, please refer to Chapter 1, Subsection 4 of this guide titled TOOLS.
It should be noted that any successfully scanned subjects will be added to the Codex available to each player.
After you have successfully scanned flora, simply board your ship and make to the nearest station/planetary outpost and disembark. Head to Vista Genomics and sell the data to gain a credit reward and progress towards your next Exobiologist rank.
The ranks for Exobiology are as follows, starting with the lowest, ending with highest with their rewards listed to the side:
Directionless Artemis Suit Body Suit Livery (Vibrant Green)
Mostly Directionless Artemis Suit Torso, Arms, and Legs Livery (Vibrant Green)
Compiler Artemis Suit Helmet Livery (Vibrant Green)
Collector Artemis Suit Body Suit Livery (Vibrant Blue)
Cataloguer Artemis Suit Torso, Arms, and Legs Livery (Vibrant Blue)
Taxonomist Artemis Suit Helmet Livery (Vibrant Blue)
Ecologist Artemis Suit Body Suit Livery (Vibrant Red)
Geneticist Artemis Suit Torso, Arms, and Legs Livery (Vibrant Red)
Elite Artemis Suit Helmet Livery (Vibrant Red)
Elite I
Elite II
Elite III
Elite IV
Elite V