
SOMA — Achievement Walkthrough
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Just play
This pops the first time you connect with Catherine in Upsilon (the second major station). You can't miss it — the story funnels you through this beat.
What it signals
This is the achievement where SOMA's story really opens up. From here on, Catherine becomes your guide and the philosophical questions kick in. Don't rush; SOMA rewards careful listening to dialogue and environmental storytelling.
Just keep moving
This pops at the end of the Theta sequence. Theta is the most stressful zone in the game — a stalking monster chases you through dark corridors while Catherine relays instructions. Stay calm, don't run unless forced.
Tip for the chase
The Theta creature can't see well but hears motion. Walk, don't run, except during the obvious chase sequences. The monster will lose you if you stay still behind cover. Save your sprint stamina for the scripted run.
The first ocean walk
After your first deep-sea exit, you arrive at a station whose people have all gone. This is where SOMA earns its title — the existential weight of being a lone consciousness in dead ruins.
Don't skip the audio logs
The environmental storytelling here is some of the best in the game. PDA logs, photos, and recorded conversations explain WHO the people you'll see in the next chapters were. The achievement pops automatically — just walk through and let the world tell its story.
The pacing change
The DUNBAT is SOMA's underwater vehicle — pops the first time you board it. Suddenly the game opens up: you're driving (well, piloting) through open ocean instead of crawling corridors.
What's interesting here
The DUNBAT segment is some of the most atmospheric play in horror gaming. Use it. Drive slowly. Take detours to look at deep-sea fauna and abandoned wrecks. The audio design pays off if you slow down.
Story milestone
This pops during the climax when Plan B (launching the ARK) becomes your viable path forward. It's a major story turn — don't rush past it.
Make decisions deliberately
SOMA's ethical choices around this point set the tone for the final act. You don't get achievement variation for choosing different moral paths, but the experience differs significantly. Pick what feels right to your protagonist's growing self-awareness.
The choice
Mid-late game, you encounter a character in a state that requires you to make a decision about whether they continue or end. The achievement pops when you make the 'end it' choice.
Why it's hard
SOMA frames these choices to make either path feel wrong. There's no in-game punishment for either choice; the weight is purely narrative.
If you want both endings of related achievements
Replay the section using a save point from before the choice. SOMA's saves are sparse so you'll need to rewind a chunk of gameplay. Worth it for the philosophical contrast.
Story-tied
This pops at a specific transfer moment in the late game. SOMA's central theme is what 'you' means when consciousness can be copied — this beat makes that question concrete.
Pay attention to the framing
The game offers a brief window of dialogue/reflection right before the moment. Don't skip. Listen to Catherine. The achievement pops automatically when the transfer completes — but the SETUP is the meaningful part.
The encounter
Mid-late game, you meet someone whose biology re-contextualises what 'human' means in SOMA's world. The achievement pops on first encounter.
Spoilers averted
I won't say more. Just notice when the music changes and the visuals slow. That's the moment.
Tip
After this beat, the rest of the game's reveals make more sense. If you're confused about earlier story moments, the dialogue here re-frames many of them. Read everything.
The climax
Launching the ARK is SOMA's primary ending. Achievement pops when the launch sequence completes.
What to expect
The final sequence is dialogue-heavy and slow-paced. Don't rush the dialogue — this is where SOMA stitches its philosophical thread together. The choice you have here is presentation, not branching: the ARK launches either way.
After the launch
There's still one final scene. Don't quit when the credits roll. SOMA's final beat is the post-credits moment.
After the credits
The true ending of SOMA is a brief post-credits scene. Stay in your seat after the launch sequence — don't quit during the credits.
Why it matters
The post-credits moment recontextualises the entire game's philosophy. If you've engaged with SOMA's themes throughout, this scene lands with real weight.
Replay value
Many players replay SOMA after seeing this final beat because the game reads differently the second time. The mechanics are the same, but the philosophical questions you're asking yourself shift entirely.
This achievement pops the moment the final scene fades to black.