Prey - Cargo Bay and Life Support

This post is part of our series of tips for Prey by Arkane Studios. It's not meant to be a comprehensive walkthrough filled with boring common-sense or easily-discovered points of interest, but things that might be tricky or that are easily overlooked.

There are two approaches to the Cargo Bay (and Life Support). Initially you will go through the G.U.T.S. but there will be a section you cannot access. That is story-locked until you get there through Deep Storage.

From G.U.T.S.

Security Locker
  • If you are entering the Cargo Bay from the G.U.T.S., there is a Security Locker on one side just before you reach the area transition into the Cargo Bay. You can use the Huntress Boltcaster from one of the corners near the floor to hit the manual release and open the doors (Slide 1).

Cargo Bay

  • Seems to be just a short transition area from the G.U.T.S. to Life Support.
  • Shipping Container 3232 is part of the quest "Whistleblower" if you don't feel like Hacking it open right now. Eventually you will be at the quest stage to open it. If you still don't feel like Hacking, Kirk Remmer's Terminal in Cargo Bay B can open it remotely.

Life Support top floor Etheric Phantoms

  • If you are coming from the Cargo Bay, a probably easier way to sneak past them to a better engagement position is to climb onto the padded pipes.
  • If you don't want to fight both up front, try making your way past the electrical hazard (Slide 2) and luring one of them to walk through.
    • One shot from the Silenced Pistol is enough to get its attention. And it can teleport pretty much all the way across the room in a second, so you'll want to head down the elevator right away.
    • Play elevator tag going down and up until it gives up and walks back.
  • You can of course GLOO the electrical hazard to briefly deactivate it. But interestingly, if you ride the lift down while it is GLOOed, the timer on how long it stays deactivated seems to freeze until you go back up and are close enough.
  • You can also try using the Service Requests room. They should not be able to actually enter the room. Then you can shoot back and use cover. Using the electrical hazard to engage one at a time felt more controlled than possibly letting them divide if you weren't able to one-shot them with a surprise attack.
Life Support Security Booth
  • You can fire a GLOO onto the ground, get on it, and crouch. This puts you at a valid height to fire a Huntress Boltcaster at the terminal to access Utilities. However, unlike other Security terminals, this one does not have an option to unlock the door, only Download Area Map. (Slide 3)

Max Weigel-Goetz (Slide 4)

  • Between floors on a padded pipe. No need to jump blindly down -- follow the piping from one of the balconies.

Atmosphere Control

  • If the front door is too tricky because of the patrolling Thermal Phantom (or if it chases you and the decontamination chamber doesn't open quickly enough), you can go into the Restroom and out the maintenance tunnel if you have Leverage II to move the Crate blocking it.
Air Filtration Control Room
  • The terminal inside has a Decontamination Utility and indicates Fan 3 is blocked.
    • There is a pipe that you can shoot clear of the fan with the Silenced Pistol, but that will not restart the fan. Apparently it is scripted to require grabbing it somehow, either with the Remote Manipulation neuromod or going over to grab it.
    • You can carefully jump to the fan, or turn the fans off for 30 seconds with a terminal overlooking the fan area.
  • The Decontamination Utility has a function during Dahl's Ultimatum, but if you go to Dahl first, you can overhear a conversation.
Oxygen Flow Control Room
  • If you don't have the keycard, one of the windows has the blinds high enough for you to go through, but you need Leverage II to move the Reel Cabinet.
  • If you don't have Leverage II either, you can go to the broken bridge and look up for a Maintenance Hatch that you can GLOO your way up (slide 5).
  • For Dahl's Ultimatum, you need an Air Mixture Regulator.
    • If you can't Repair the one there, you can fabricate one on floor B2 if you have found the Plan on Max Weigel-Goetz (in this area). If you need to find it for the mission, it's probably a bit late to do so, however.
    • Or you can borrow one from nearby but presumably if anyone is alive in the affected locations they will die.
    • You are expected to come here but you can instead not come to Life Support at all and instead neutralize his Operator. Doing so unlocks doors and thereby prevents asphyxiation and ends the timed crisis but introduces a new stage where you need to confront Dahl in the Arboretum.
Water Treatment Facility
  • Walk the Voltaic Phantoms to the door and let Turrets handle them (slide 6). You don't want to handle them inside the main room because their electrical aura will electrify any patches of wet floor.
  • Each time you return to Life Support, two Voltaic Phantoms and one Corrupted Operator respawn in that room and this setup is a pretty convenient way to farm them for Exotic Material and Q-Beam ammunition. One Corrupted Operator will also patrol the hallway.
Escape Pod Bay - Etheric Phantoms (2)
  • The open space and their patrol routes make the Etheric Phantoms here tricky to engage. You could try throwing O2 Bottles (several in the Storage Room beside the lift and just before the Escape Pod Bay) to soften them up then immediately run. The round door can open too slowly, so prop it open by putting an object on the tracks.
  • If you have the Repair skill, you could line up three or four Turrets around a corner to help you.
  • Zoning back to Life Support can spawn a Thermal Phantom here.

From Deep Storage

Shipping and Receiving

  • This is a quest-locked area you access after Deep Storage.
  • If you can make it to the two tanks with cold jets (slide 7), you can lure the Phantoms to walk over and get killed. You can't GLOO the jets, so if anything is underneath you either have to throw something at it to move it, or just rush in and take the damage while you loot.
  • Then if you don't want to go through the obstacle course of jets and gas (but there's loot along the way), there's a Maintenance Hatch right above Cargo Power Control that can let you into that room (slide 8).
  • If you clear all the Phantoms you can go to Austin Cool on the ground floor and he'll open that door for you since it's now safe.
  • Darcy Maddox and Kevin Hague stand close to each other, so if you approach too quickly they'll talk over each other and make it hard to hear what each has to say. Inch close slowly until only one starts to talk.
  • Same overlapping conversation potential with Ekaterina Mulsaev and Dayo Igwe.
  • Kevin Hague can give you the "With This Ring" side quest. When you complete it, he has some interesting information about your time in the labs.
  • Upstairs, Sam Hertz and Alfred Rose are at a window. Look the wrong direction for even a second and you'll miss the scripted scene (slide 9).
  • You need to place only three Turrets to enable the event that lets you into Cargo Bay B.
    • Without fabricating any Turrets, you can find four: Two in the cargo handling area that probably need repair, one in Cargo Pod 6, and one is in the Cargo Cages.
    • Once you are able to open the door, you can reposition the Turrets out of the Loading Zone.

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