Quasimorph has a habit of making you feel comfortable right before something walks through a doorway and deletes half your health bar.
That is probably the biggest hurdle when you’re new. The game isn’t simply about having a strong gun. You need to understand Action Points, movement stances, cover, injuries, weight, ammunition, faction progression, and when a fight simply isn’t worth taking.
After a few failed runs, you’ll quickly realize that surviving consistently is less about playing aggressively and more about controlling when enemies are allowed to attack you.
This Quasimorph beginner guide covers a strong Percy + Scout of Hades starting setup, early weapons, prosthetics, juking enemies, Mars progression, mission selection, faction reputation, storage management, and several smaller tricks that can make Normal difficulty much more manageable.
Quasimorph Beginner Guide – Best Starting Character, Weapons
For a new Normal difficulty run, Percy is one of the safest characters to start with.
The main reason is his additional status resistance. Percy receives +12 resistance against all damage types, which makes him much less vulnerable to the injuries that can completely derail an otherwise successful mission.
And injuries are a much bigger deal than they initially appear.
A bad leg injury, for example, can prevent you from sprinting and leave you operating with only around 2 Action Points instead of the 3–4 AP you were expecting.
That doesn’t merely make you slower.
It can completely destroy your ability to peek from cover, attack, and retreat before the enemy gets a turn.
Percy does have reduced accuracy, but I wouldn’t worry too much about that early disadvantage. There are several ways to compensate for accuracy later through your class, clone upgrades, and augments.
I’d much rather deal with slightly worse accuracy than have my run end because one unlucky shot crippled my leg.
Best Starting Class – Scout of Hades
Pair Percy with Scout of Hades.
The two work surprisingly well together because several Scout of Hades perks directly compensate for Percy’s weaknesses while reinforcing his biggest advantage: survivability.
Your starting setup should therefore look something like this:
Character: Percy
Class: Scout of Hades
Playstyle: Mobile, cover-focused ranged fighter
Here’s why the class works.
CQC Specialist
CQC Specialist reduces weapon spread when you’re using weapons such as:
- Shotguns
- SMGs
- Assault rifles
That’s immediately useful for Percy because it helps compensate for his accuracy penalty.
More importantly, those are exactly the weapon categories you’ll probably be relying on during the early game anyway.
Training
Training doesn’t sound particularly exciting on paper, but don’t overlook it.
Food determines how long you can comfortably remain inside a mission. More efficient food usage effectively gives you additional turns to work with, and that opens up strategies that would otherwise burn through your supplies.
One of my favorite examples involves inventory weight.
Carrying too much increases the enemy’s accuracy against you. If that penalty gets high enough, excess accuracy can even become additional critical-hit chance.
Rather than fighting while overloaded, leave unnecessary equipment and loot near the elevator.
Clear the floor while carrying only what you actually need for combat.
Then come back for everything once the dangerous part is finished.
It takes longer, but Training makes this sort of patient play much easier to sustain.
Training is also useful after noisy fights. Gunfire can attract enemies from neighboring rooms, so instead of immediately charging forward, I’ll often switch into Sneak mode and wait behind cover for several turns.
Ten turns of waiting sounds wasteful until you realize the alternative is opening a door and meeting everyone who heard your shotgun.
Gear Maintenance
Gear Maintenance is another straightforward survivability perk.
Keeping your equipment functional for longer is especially useful while you’re still building up a reliable stockpile of replacement weapons, armor, and repair supplies.
You may eventually replace it when your equipment situation improves, but it’s perfectly useful early on.
Fire Transfer and Assault Reflex
Think of these as your “something has gone horribly wrong” perks.
They become particularly valuable after taking a serious hit. Additional damage can help you kill the immediate threat, while extra AP can potentially save you when an injury has damaged your mobility.
That emergency AP can be the difference between reaching cover and ending your turn directly in someone’s firing line.
Best Early Weapons in Quasimorph
You don’t need to immediately hunt for some exotic endgame weapon.
Your starting equipment is already perfectly capable of carrying you through the early game.
Taiga M Shotgun
Use the Taiga M as your main early weapon.
You receive it for free, it works nicely with CQC Specialist, and shotguns provide reliable close-range damage without being terribly inefficient with ammunition.
A lot of early encounters happen at distances where the Taiga is perfectly comfortable.
Just remember that having a shotgun doesn’t mean you should charge into rooms.
You’re still going to play around cover.
Storm TT
Keep the Storm TT as your secondary weapon.
It gives you a useful backup when switching weapons is safer than reloading or when you simply don’t want to waste shotgun ammunition finishing something.
Since it’s an SMG, it also benefits from CQC Specialist.
Frontier Rifle
The weapon I’d really keep an eye on is the Frontier rifle.
You can obtain one relatively early by handing the ANCOM Trading Data to the Grasshoppers.
The important part is its tier:
Frontier is a Tier 10 weapon.
That’s the highest weapon tier, so getting one this early is a pretty substantial upgrade.
Don’t casually sell or lose it.
The catch is ammunition.
I’d wait until you’ve unlocked the 7.97 ammunition recipe before making the Frontier a regular part of your loadout. A fantastic rifle isn’t particularly fantastic when you’ve got six bullets left and no reliable way to replace them.
What Armor Should You Use?
Generally, prioritize armor with better resistances even when it’s somewhat heavier.
Weight absolutely matters, but you can manage that problem through how you loot.
Instead of carrying the entire contents of the map while fighting, establish the elevator area as your temporary dumping ground.
Bring combat essentials while clearing rooms.
Drop unnecessary loot.
Once the floor is safe, go back and collect what you want before leaving.
It’s slower, but Quasimorph heavily rewards patience.
Best Prosthetics for Beginners
Prosthetics can dramatically change a build because they provide strong bonuses in exchange for drawbacks.
Those drawbacks might include reduced accuracy, health, resistance, melee damage, or performance with particular weapons.
For this Percy build, there are three pieces I’d pay particular attention to.
Rubberized Leg – One of the Best Mobility Upgrades
The Rubberized Leg, sometimes called the Rubber Ducky Leg, is fantastic for this playstyle.
Its real value is additional AP while sprinting.
Getting to 4 AP while sprinting completely changes certain encounters because you have much more freedom to:
Move from cover → attack → attack again → retreat.
Obviously, the exact sequence depends on your positioning and weapon costs, but the extra AP gives you far more breathing room.
That’s useful offensively and defensively.
You can find Recreational AR units in Dilthey-controlled areas and recover useful robotic components from them through amputating or recycling.
Military Arm
The Military Arm is another excellent match.
It reduces spread and increases the number of projectiles fired during an attack.
Less spread means better accuracy.
More projectiles means greater damage potential.
Both are exactly what you want when your class is already built around shotguns, SMGs, and assault rifles.
Look for Military AR units in Dilthey territory if you’re specifically hunting for one.
Controller Chest Piece
The Controller Chest Piece gives you an additional vest slot while improving your overall resistance potential.
That extra slot makes defensive builds considerably more flexible.
There is a downside, though: you’ll lose some resistance against slash and pierce damage.
Don’t equip it and forget about that weakness. Look at your armor and compensate accordingly.
Of the three, I’d prioritize the Rubberized Leg first. Extra AP gives you options, and options are usually what keep you alive in Quasimorph.
How to Juke Enemies Without Constantly Getting Hit
This is probably the single combat habit I’d recommend learning early.
Don’t stand in front of an enemy and exchange attacks.
Instead, make them fight on your terms.
Find solid cover and position yourself beside it.
Switch to your running stance when appropriate, step out, attack, and immediately return behind the same cover.
Your basic rhythm becomes:
Cover → peek → shoot → retreat → enemy turn → repeat.
The important part is AP management.
Never spend your final Action Point attacking if that leaves you standing exposed.
Before moving out, mentally calculate how many AP you need to get back.
With enough mobility, the enemy repeatedly loses opportunities to attack because you’re behind hard cover whenever their turn arrives.
That’s what makes the Rubberized Leg so useful.
What to Do After a Loud Gunfight
Don’t immediately continue exploring.
Gunshots can attract enemies from nearby areas.
After a particularly loud engagement, move behind secure cover, switch into Sneak mode, and wait.
Around 10 turns is a reasonable starting point.
It feels weird at first because you’re effectively doing nothing, but you’re giving attracted enemies time to approach while you’re sitting in a defensible position.
Much better than meeting them halfway.
Start on Mars
Early in your campaign, I’d stay around Mars.
Mars doesn’t begin with active Quasimorphosis, which removes an entire layer of pressure while you’re learning everything else.
Use that opportunity to understand:
- AP management
- Cover
- Movement stances
- Weapon ranges
- Injuries
- Loot management
- Ship upgrades
- Faction reputation
Once you start visiting locations with active Quasimorphosis, things get more complicated.
You’ll have the Quasimorphosis meter to manage while dealing with enemies that can have awkward resistances or outright immunity to particular damage types.
That’s not something you need to rush into.
When Should You Leave Mars?
Leave once you’re comfortable with combat and have established a decent supply of equipment.
I’d want at least:
Reliable armor, dependable weapons, spare ammunition, healing supplies, some useful ship upgrades, and meter-reducing consumables such as cigarettes or alcohol.
If Mars simply runs out of normal missions, excluding the story mission, you’ve got another relatively safe option.
Head toward Earth or Tsiolkovsky.
These areas also begin without active Quasimorphosis, so you can continue building resources without immediately jumping into the nastier side of the game.
Who Should Get Your Trading Data?
There are two answers here depending on what you want.
Give It to RealWare for Long-Term Progression
If you’re thinking long-term, RealWare is a strong choice.
Giving Trading Data to RealWare, AnCom, or Tezctlan can advance their respective questlines, but RealWare is especially attractive because of the Buffalo backpack reward.
Inventory space doesn’t sound glamorous until you’ve abandoned thousands of credits worth of equipment because your backpack couldn’t hold another item.
A bigger backpack means more weapons, crafting materials, medical supplies, food, and ship-upgrade components coming home after every mission.
That benefit compounds over an entire campaign.
Give It to Grasshoppers for Immediate Power
If you aren’t interested in those faction questlines and want an immediate combat upgrade, go with the Grasshoppers.
You’ll receive the Tier 10 Frontier rifle.
For a new character, that’s an enormous jump in weapon quality.
So I’d break the decision down like this:
RealWare: better long-term progression.
Grasshoppers: better immediate combat reward.
Personally, I’d lean RealWare if I’m planning a long campaign and Grasshoppers if I desperately need stronger firepower.
Quasimorph Controls You Should Actually Remember
There are a few keybinds worth turning into muscle memory.
Alt – Highlight Loot
Hold Alt to highlight nearby lootable objects.
This is one of those tiny controls that saves an absurd amount of time. You’ll also have an easier time seeing whether containers still contain something useful.
Space – End Turn
Press Space to finish your current turn.
Just don’t develop the habit of tapping it without thinking.
Always check your position first.
Ending your turn while standing one tile away from hard cover is the sort of mistake Quasimorph remembers even if you don’t.
X and Z – Change Movement Stance
Use X and Z to cycle through:
Running
Walking
Sneaking
Don’t treat these as cosmetic movement speeds.
Your stance is part of combat.
Running gives you mobility and additional AP for aggressive repositioning and juking.
Walking works for ordinary movement.
Sneaking helps control noise and is useful when you’re trying to avoid waking half the floor.
A Useful Trick With Allied Units
On missions where friendly faction soldiers are helping you, those allies may pick up equipment from enemies they kill.
That can include ammunition, weapons, medical supplies, crafting resources, and even items you need for your ship.
There’s a rather ruthless way to recover it.
Wait until the mission objective is complete and the floor is secure.
Then you can manually target allied units using Shift + Click.
If you’re going to do this, keep some distance and make absolutely sure there aren’t still hostile enemies wandering around.
Starting an unnecessary firefight while the actual enemy is still alive is an excellent way to turn a successful mission into a disaster.
How to Automatically Organize Augments
Your ship storage becomes messy surprisingly quickly.
A simple solution is to dedicate Storage 5 entirely to augments.
Put your existing augments inside and configure that storage to:
Receive and Distribute Items
Then enable the filters for:
- Organic Augments
- Robotic Augments
- Quasimorphic Augments
Leave unrelated categories such as Important Items, Portable Covers, and Access Keys disabled.
Now your augment collection has its own home instead of slowly spreading across every storage tab like some horrible cybernetic junk drawer.
When Should You Farm Meat?
Defense missions are excellent opportunities.
These missions tend to produce less conventional loot than normal missions, which means you’re more likely to have spare inventory capacity for meat.
Bring a melee weapon because you’ll need it for dismembering bodies.
And yes, there’s a reason you’re collecting all this meat.
Eventually it becomes rotten meat, which can be used as a component for crafting medkits.
Medkits are incredibly valuable because they can restore health and help stabilize injuries during dangerous fights.
So that questionable pile of meat you’re carrying around does have a purpose.
How to Position Yourself During Defense Missions
Defense missions don’t always give you the convenient hard-cover layouts you’d use for normal juking.
Look for positions that protect you from multiple directions.
Ideally, you want full cover blocking two or three sides, leaving enemies with limited routes toward you.
Deployable cover can help close an exposed side.
The goal isn’t simply “find cover.”
It’s to reduce the number of directions from which something can suddenly attack you.
The fewer angles you need to watch, the easier the fight becomes.
Best Early-Game Missions
Not every mission is equally friendly to a poorly equipped beginner.
If you’re trying to build your first serious stockpile, prioritize missions where allied faction troops can do some of the dangerous work.
Infiltration Missions
These are probably my favorite early option.
An infiltration team can help fight enemies, meaning you’re spending less ammunition and exposing yourself to fewer attacks.
There’s another benefit.
Your allied team may have a higher technology level than the enemies you’re accustomed to fighting.
That creates opportunities to leave with considerably better equipment than you brought in.
Control Missions
Control missions offer some of the same advantages as defense missions but are generally smaller and easier to manage.
They’re useful when you want allied support without committing to a larger defensive battle.
Robbery Missions
Choose these when you’re hunting valuable components.
As you collect objective valuables, move them into the shuttle.
That both protects the items and frees your inventory.
If you find an emergency-extraction chip, you may even be able to leave early while keeping everything already secured inside the shuttle.
It’s also worth continuing to search once you’ve gathered the required objective items. You can sometimes find additional valuables beyond what the mission actually asks for.
Those extras are yours.
Assassination Missions
Assassination missions can be extremely rewarding, but I wouldn’t rush them.
Targets tend to have better-equipped guards with higher technology levels.
That’s great if you kill them.
Not quite so great when they’re the ones shooting.
Attempt these once you’ve got reliable armor, ammunition, healing supplies, and enough damage to deal with heavily equipped enemies without gambling the entire run.
Don’t Waste Too Much Time Traveling Early
The world doesn’t politely wait while you fly around sightseeing.
Enemies become stronger as time progresses.
That’s another reason I like remaining around Mars during the opening portion of a campaign.
A nearby trip that takes a few hours isn’t a big deal.
Repeated long-distance journeys are.
Build your equipment first, improve your ship, establish ammunition and medical stockpiles, and then start expanding outward.
Travel becomes considerably less painful after unlocking faster ship upgrades.
Pick a Faction and Build Reputation
Rather than trying to make everyone happy immediately, consider focusing on one faction during your early progression.
Higher faction reputation can lead to better trade opportunities, stronger equipment, useful rewards, and more reliable access to supplies.
RealWare is a particularly attractive early target.
There’s also a clever way to manipulate mission availability once you’ve unlocked the right ship upgrade.
Unlock Navigation Early
Try to unlock the ship’s Navigation upgrade relatively early.
Navigation can discover additional missions, which gives you much greater control over faction reputation farming.
Here’s the trick.
Find a planet containing sectors controlled by the faction you want to support.
Let most of the available mission slots fill up naturally.
Then use Navigation to discover another mission.
Complete the newly generated mission for your chosen faction, but don’t clear all the unrelated missions.
Leave them sitting there.
Those existing missions continue occupying their slots, making it easier to repeatedly generate opportunities in the areas you’re deliberately targeting.
Then use Navigation again and repeat.
It’s a much more controlled way to build faction reputation than randomly chasing missions around the solar system.
Preparing for Taste of Revenge
When you eventually reach Taste of Revenge, the game encourages you to avoid certain enemies.
You can do that.
Or you can decide that their high-tier equipment would look much better in your storage.
If you’re choosing the second option, don’t attempt it unprepared.
Ship Upgrades
I’d unlock both:
Capsule upgrade
Space Shuttle upgrade
You’re going after these enemies partly because of their equipment, so you need enough extraction capacity to actually bring that equipment home.
Prosthetics
This is another situation where the Rubberized Leg shines.
Additional sprint AP makes peeking, attacking, and retreating considerably safer.
Pair it with a Military Arm for reduced spread and increased projectile output, and the Percy/Scout of Hades setup becomes much more capable.
Supplies
I’d bring at least:
- 5 Medkits
- 1 Armor Repair Kit
- 1 Weapon Repair Kit
- Plenty of ammunition
- Reliable armor
- A weapon setup you already trust
Don’t underestimate the repair kits.
This can become a much longer engagement when you’re deliberately fighting enemies the mission expects you to avoid.