Deviations are the creatures that fight beside you, mine ore while you are away, and churn out crafting materials in your base. Most of them cost time, ammo, or a boss kill. Five of them do not. Scattered across the settlements in Once Human are securement units that simply hand over a Deviation when you walk up and interact, no combat and no capture device required, and they refill every single day.
Quick answer: Visit the securement units in Deadsville, Meyer’s Market, Greywater Camp, Tall Grass Inn, and Blackfell. Each gives one random Deviation per character, per day, refreshing at daily reset.
All five free Deviation locations
Each settlement holds exactly one unit, and none of them are hidden behind a lock, a quest, or an enemy camp. The tricky part is that a few are tucked inside buildings rather than sitting in the open, so here is where each one physically sits.
| Settlement | Where the unit sits |
|---|---|
| Deadsville | Out in the settlement, reachable without combat |
| Meyer’s Market | Back room of the large warehouse near the World Stone |
| Greywater Camp | On the roof of the main building |
| Tall Grass Inn | Behind the shop counter built into the cliff |
| Blackfell | Outside Pauline’s shop |
On the world map, the settlements that hold these units are marked with a blue shield icon containing a white droplet symbol. If you are hunting for them on a fresh character, filter your eye for that marker rather than trying to remember street layouts.

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Securement Silo or Investigate when you are close enough to use it.Unlock the Teleportation Towers near these settlements early. Once they are active, the full five-stop loop takes a couple of minutes instead of a long ride.
The reset rules: One claim per unit, per character, per day
The limit is straightforward. Every securement unit can be looted once per day per character, and the whole set refreshes with the game’s daily reset. Claiming the Deadsville unit does not lock you out of the other four, so the daily ceiling for one character is five pulls.
Because the limit is tracked per character rather than per account, a second character on the same server gets its own five claims. Coming back to the same silo later in the same day will not produce a second Deviation.
What you can pull, and why it is worth the detour
The roll is random, which is exactly why doing all five is the point. Most days you get something ordinary. Occasionally a unit hands over a genuinely useful one, including the Atomic Snail, the Invincible Sun, or a Whalepup, and those are Deviations you would otherwise be grinding events or capture attempts for.

Deviations fall into a few broad roles, and a random pull can land in any of them:
- Combat — fight alongside you, apply debuffs, or amplify the damage enemies take.
- Territory — gather ore or wood passively and defend your base during waves.
- Crafting — sit in a Securement Pod and produce materials such as Tunneling Fluid over time.
Even a duplicate is not wasted. Crafting Deviations keep producing as long as they have a pod, and territory types like The Digby Boy stack usefully when you have more than one Isolated Securement Unit built.

How to confirm the claim worked
You will know instantly. Interacting with a securement unit produces a claim prompt, and the Deviation appears under the Deviations category in your Item Storage Crate. Open that tab and the new creature is listed with its name and stats.
Once you place it in a Securement Pod, the pod menu shows its Skill Rating, Activity Rating, Deviant Power, and Mood, both of which read out of 100. A crafting Deviation that is working will show a Claim All button in its pod once it has produced something.

If a unit shows no interaction prompt at all, you have already claimed it on that character for the day. It will be usable again after the next daily reset.
Settlement silos vs. Securement Silo dungeons
The naming causes confusion, so it is worth separating the two. The units in Deadsville, Meyer’s Market, Greywater Camp, Tall Grass Inn, and Blackfell are free daily pickups sitting in safe settlements. The Securement Silos with Greek letters attached, such as Alpha, Theta, Phi, and PSI, are instanced dungeons with bosses and level requirements at the end.
Those dungeons are where specific Deviations are farmed deliberately rather than rolled at random. Butterfly’s Emissary comes out of Securement Silo Alpha, Dr. Teddy out of Theta, Chefosaurus Rex out of Phi, and Director Fox drops from the final boss of PSI on Hard mode or higher. Rift entity fights like The Forsaken Giant sit in the same tier of content, where the objective tells you to aim for the glowing weakspot for extra damage.

The free settlement units require no gear check at all, which makes them the one reliable way to build a Deviation roster on a fresh character before your weapons can carry you through a silo dungeon.
Because Once Human wipes progress at the end of each season, the five-stop loop is worth rebuilding into your routine every time a new scenario starts. It costs a few minutes a day and gradually fills out a roster you would otherwise be paying for in ammo, capture grenades, and boss attempts.






