The Definitive Stealth Guide!

Somebody get Stealth Boy a suit with the Quieter Footsteps mod; I'd like to know how effective that is.

As hell is likely to freeze over before anyone gets 40 Opinion Polls, 20 Cat Memes and whatever else FDev have asked for that is unrealistically high our only chance is a pre-engineered suit, or FDev coming to their senses and reducing the requirements (or increasing the spawn rate) for those materials.
True!
I thought I hit the jackpot yesterday, found some Agri Research type Settlement with NO ONE IN IT.:eek:
Raided to my hearts content.....though that's an issue with the backpack limiting stuff to 30.
Did a cheeky relog, but had to scarper quick as the relog loaded the base with NPC's.......karma what?🤷‍♂️

Ydiss's vids will come in useful......now where's my notepad?🤔
 
I think uploading any harmful things sets off some type of an alarm? I was doing this and the red light starting blinking near the data port.
I only did this once and I don't remember having to disable alarms first but I'll definitely double check this and it'll be included in a video at some point.
Good stuff.

I saw a video where the patrol ship was alerted even when the settlement alarms were disabled. Is there any way to avoid alerting the patrol ship?
So if this is where the ship's circling and attacks you when you leave? I've noticed the settlement is red after I removed the power regulator maybe and maybe there's no way to avoid that. But otherwise I'm unsure it's working as intended. The way ships and ground assets interact isn't very stable in my experience.

I do carry engineered shields and dirty drag drives on my Krait Mk2 just in case though.
One other bug I've had is being scanned even after authority scans has been deactivated. I've never yet successfully completed a power on mission either; I've tried 6 & regardless of mission threat level I've always had waves of elites drop in in vultures once the settlement goes live so given up on those. All in all I'm about over Odyssey tbh. Nice guides though @Ydiss - subbed.
I'm still actually unclear as to what disabling authority scans is but I am beginning to think it's got nothing to do with guard scans. I think it might even be to unlock all authority "elements" in the map, freeing you up to discard your cloned ID. I'm going to test this and it'll absolutely be included in the infiltration video because that would be an awesome feature if I got it right.

As for scavs, I've got you covered, mate. They're really difficult to handle if unexperienced but there will be a video or twenty on this. Quick basic tip right now though, if you can get a G2-G3 executioner and use stealth on the rooftops, you can kill the first one before they get their shields up in one shot. It'll alert other scavs but ignore them and go around (taking the long way round if you have to) to another side of the map and attack one that's still unaware. Then go back and repeat. As I said in the video, they do reset (you can see one resetting in the video, I just left him alone for 30 seconds and 2 seconds after that clip cut to another scene, that scav was one-shot in the back).

So if you get swarmed? Run away, hide, wait, reset. The more you do it, the easier it gets. NIght vision obviously helps for the night time though but that's not readily available just yet.
 
I only did this once and I don't remember having to disable alarms first but I'll definitely double check this and it'll be included in a video at some point.

So if this is where the ship's circling and attacks you when you leave? I've noticed the settlement is red after I removed the power regulator maybe and maybe there's no way to avoid that. But otherwise I'm unsure it's working as intended. The way ships and ground assets interact isn't very stable in my experience.

I do carry engineered shields and dirty drag drives on my Krait Mk2 just in case though.

I'm still actually unclear as to what disabling authority scans is but I am beginning to think it's got nothing to do with guard scans. I think it might even be to unlock all authority "elements" in the map, freeing you up to discard your cloned ID. I'm going to test this and it'll absolutely be included in the infiltration video because that would be an awesome feature if I got it right.

As for scavs, I've got you covered, mate. They're really difficult to handle if unexperienced but there will be a video or twenty on this. Quick basic tip right now though, if you can get a G2-G3 executioner and use stealth on the rooftops, you can kill the first one before they get their shields up in one shot. It'll alert other scavs but ignore them and go around (taking the long way round if you have to) to another side of the map and attack one that's still unaware. Then go
Disabling Authority Scans makes it so you can walk through any door regardless of your clearance level. It disables the scans doors automatically do to check for clearance level. After disabling, you'll notice doors no longer even show a clearance number on them.

However you still need the correct clearance to interact with other system panels like power shutoff or any other shutoff panel.
back and repeat. As I said in the video, they do reset (you can see one resetting in the video, I just left him alone for 30 seconds and 2 seconds after that clip cut to another scene, that scav was one-shot in the back).

So if you get swarmed? Run away, hide, wait, reset. The more you do it, the easier it gets. NIght vision obviously helps for the night time though but that's not readily available just yet.
Disabling Authority Scans makes it so you can walk through any door regardless of your clearance level. It disables the scans doors automatically do to check for clearance level. After disabling, you'll notice doors no longer even show a clearance number on them.

However you still need the correct clearance to interact with other system panels like power shutoff or any other shutoff panel.
 
Disabling Authority Scans makes it so you can walk through any door regardless of your clearance level. It disables the scans doors automatically do to check for clearance level. After disabling, you'll notice doors no longer even show a clearance number on them.

However you still need the correct clearance to interact with other system panels like power shutoff or any other shutoff panel.
Thanks. I've just never bothered using it much but the more I think of it the more I think the use is limited for this panel. I'd only use it to discard cloned IDs when smuggling but if a guard clocks me then I'm done for smuggling anyway. So I guess this is useful if you're doing heist missions only (no panels required for that, just data port or locker/container access required). I often like to grab the power regulator at the end of a smuggle run so I wouldn't want to discard the cloned ID for that.

Worth noting though and will maybe try out some scenarios to see just how useful it is on Heist missions when I cover those. Covert heists will maybe be worth that extra mile to find and deactivate this panel.
 
Thanks. I've just never bothered using it much but the more I think of it the more I think the use is limited for this panel. I'd only use it to discard cloned IDs when smuggling but if a guard clocks me then I'm done for smuggling anyway. So I guess this is useful if you're doing heist missions only (no panels required for that, just data port or locker/container access required). I often like to grab the power regulator at the end of a smuggle run so I wouldn't want to discard the cloned ID for that.

Worth noting though and will maybe try out some scenarios to see just how useful it is on Heist missions when I cover those. Covert heists will maybe be worth that extra mile to find and deactivate this panel.
Yea it's usefulness is limited. Esp since it takes level 2 to actually disable... it means you gain level 3 for free for entering places. It is nice when going for the power regulator cuz there is always a level 3 worker inside to scan but can be a pain to look for one elsewhere... but you could airways just cut in too

Edit: you could e-hack it tho and get all levels without ever scanning.. if you can break in to get to it without getting caught
 
Yea it's usefulness is limited. Esp since it takes level 2 to actually disable... it means you gain level 3 for free for entering places. It is nice when going for the power regulator cuz there is always a level 3 worker inside to scan but can be a pain to look for one elsewhere... but you could airways just cut in too

Edit: you could e-hack it tho and get all levels without ever scanning.. if you can break in to get to it without getting caught
It's an extra layer and I like that. Though you do need to break into a S3 room to do it (in the case of the settlement I was checking, this would involve the cutter as no NPCs at S3 were there, just in the proc room upstairs).

Easy enough to do, though.
 
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I've noticed the settlement is red after I removed the power regulator maybe and maybe there's no way to avoid that.
The settlement is often red once you get back in your ship, irrespective of the mission. I'm guessing it's a bug.
 
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Thanks for the work on this topic. I didn't realize that stealth play was as deep as this appears. A bit appealing.

One question I do have... regarding non-lethal stuff. I take it the "stars" on the NPC nametag are there to indicate they are unconscious? If so, how are they put into this state? And is there any indication how long that state will remain?
 
Thanks for the work on this topic. I didn't realize that stealth play was as deep as this appears. A bit appealing.

One question I do have... regarding non-lethal stuff. I take it the "stars" on the NPC nametag are there to indicate they are unconscious? If so, how are they put into this state? And is there any indication how long that state will remain?
That's not what you think it is. There's no such thing as non-lethal game play in Odyssey, I'm afraid.
 
In my travels, doing missions to build my understanding of all the mission variations... I've come to one major conclusion thus far:

Agricultural settlements have the hardest missions of them all. My word, they got some heavy NPC presence in these places! Give me a military complex any day... And it seems everyone wants to steal from them too. What's that, you say? You want me to steal a sample from the containment unit 1 in AGRI processing? Sure, let me just navigate between three NPCs who all have overlapping timings and all have oversight of that unit, which takes about 3 minutes to open and... what's that? You can't activate it crouched? Yes, I'm sure the sample is very important... I'll just agro them all and steal it whilst Benny Hilling the settlement around the base then.
 
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Dammit, was going to start a thread of this sort myself, albeit without videos ;) Anyhoo, nice job :D

Tip: To practice your stealth skills, take a bunch of transportation missions. They're threat 0, so unless you've managed to become hostile with the target settlement, there is no consequence to being spotted by guards or civilians. Treat them as covert operations, until you can reliably collect the item and get out without being spotted, at least, not by a guard. Once you can do that 95% of the time, start to do a little theft/trespassing on those missions - yes, being spotted by a guard will probably result in death at this point, bearing in mind the current C&P system, but unless trespassing, civilians still won't cause any trouble. When you're comfortable with that (and preferably can complete a full sneak in + nick everything that's not nailed down, and not being spotted by even a civilian), I'd suggest hitting industiral installations and sneaking into the IND building in search of gasses and schematics for upgrades; this'll entail stuff like scanning for profile clones through windows, learning new guard patterns etc. If you can clear an IND building undetected, you've pretty much graduated college, and are now ready for Sneakiversity :D
 
Heh, so no one knows yet but the whole idea is that we still need our suits to simulate sound even in tenuous atmospheres, surely, because it'd be too faint otherwise.

But we'll see. Maybe there will be a distinction between airless and anything else. Maybe there will be a crossover in tenuous, meaning you'll need both for outdoor areas there. Either way, I'm getting both.

There are two weapon modifications.
1. Audio Masking - eliminates the simulated noise weapons make in unpressurised environments
2. Noise Suppression - reduces the noise weapons make in pressurised environments
 
currently the 'tube gives me blue screen of love... or beeps, derps, chirps, so i cant lurn through that, so what are best weapons without suppress/mask to ssass everyone with(hate the zapper, and only tried it once in alpha), and do they ohko from backshot and/or headshot
 
There are two weapon modifications.
1. Audio Masking - eliminates the simulated noise weapons make in unpressurised environments
2. Noise Suppression - reduces the noise weapons make in pressurised environments
bet you need both anyway(used exe on an unaware commando), unless plasma causes extra flash(someone from 3+ rings away came into the building looking for the cause)
 
bet you need both anyway(used exe on an unaware commando), unless plasma causes extra flash(someone from 3+ rings away came into the building looking for the cause)
I reckon Audio Masking (external) for sniper - take out guards; Noise Suppression (internal) for pistol - unshielded scientists...
 
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