Prey - Power Plant and Power Plant Hull Breach

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.

Security Station

  • If you don't have Hacking II to access the Utility on the terminal to unlock the door, you can GLOO up to the hatch above the Operator Dispenser and unlock the door from the inside.
Engineering Offices
  • Lan Nyugen's Transcribe talks about a Grounding Resistor. You can Repair the one that is next to her, or get one from Parts Storage in the Coolant Chamber area. Her Transcribe recording also hints at what's in that room.
Power Plant Monitoring
  • Even if you don't see any Cystoids, you can tell if there are some nearby because your radioactivity warning will go off.
  • You can hear the Poltergeist even if you can't see it, so you can try to flush it out with grenades. But it's a lot less dangerous here if you can clear the Cystoids first, e.g., by throwing things into the area to lure them to explode.

Wandering Science Operator with a Note

  • A wandering friendly Science Operator had a Note on it (slides 1). Destroying it yields more than the usual resources (slide 2)

Coolant Chamber - Parts Storage / Storage Room

  • If you get chased by a horde of Mimics, get to high ground (e.g., onto the blue pipes) or off the main walkways (e.g., climb over the railing and onto something else). Mimics typically can't jump across spaces or clamber over high obstacles.
  • There are a couple of fire hazards you can try to walk the Mimics into, but once they've scattered it's probably easier to just hunt them down with the Psychoscope and whack them with the Wrench.
  • A Turret would be really useful here
    • Early on there's just one inside Maintenance Access Only (a room on the bottom floor), that you can reach from the crawlspace underneath the room but you need Leverage III to move a large Cargo out of the way.
    • If you come here after going through Deep Storage, there are a few turrets scattered around (probably broken) and more enemies.
    • A sample setup is shown in Slide 3. Support your turret by standing next to the Cargo and attacking with your Wrench. Because the Cargo is in the way, you can't end up between a Mimic and your Turret and thereby be in the Turret's line of fire. If a Mimic goes the long way across the bridge, they have to run through a fire hazard to come from the flank.
Mikhaila Ilyushin
  • You can see her before going to Deep Storage for the first time, and get a timed quest that requires going to the Talos I Exterior.
    • If you get this quest after having been to Deep Storage, things are more complicated because of a life and airlock lockdown -- you'll have to go all the way back to the Cargo Bay just to get outside then come all the way back.
    • The quest doesn't start till the game recognizes that you spoke with her, and then you need to leave the room and January tells you more about Mikhaila. If you already have the quest item, January still mentions it but there is no countdown.
    • Successfully completing this quest allows Mikhaila to give you another two quests (one simply to go see her).
  • When you come back here after Deep Storage, a Phantom will be outside her office. If you previously unlocked it, it may be able to go in and kill her before you can get to her. Since you can kill her at any time or she can die if you fail her quest, presumably you can still proceed with the main story line somehow.
Strange Map Error
  • From Talia Brooks's office, you can see a Psi Hypo in the ventilation shaft (slide 4). Since it is barred on this side, you have to to to the other side, which is Mikhaila Ilyushin's office.
  • But from her office it also appears barred (slide 5) even though it was open when you looked through Talia Brooks's office.
  • When you get closer or zoom in with your Psychscope, the shaft disappears entirely and displays space as if there were no office there (slide 6).

Maintenance Hatch to Jean Faure and a keycard (Slide 7)

  • At the Reactor level there is a Maintenance Hatch that is behind a door that is locked from the inside. You can go one level below where there is another door that is locked from the outside. Open this then GLOO your way up to the Hatch as well as the door control.
  • If you do fall, it's a long way so go easy on your jets to make sure you are slowed at the end.

Reactor
  • Strangely, the Huntress Boltcaster could not open the door by remotely hitting the button.
  • There's a Transcribe on the floor near the broken Diverter that you might be too busy racing radiation to notice.

Secure Storage Room on B5

  • You can unlock it with the Huntress Boltcaster (Slide 8) but it is possible this is actually unintended. You first need to find the sweet spot along the bent plate to drop to a crawl. Then, you are not actually shooting the button itself but button holder, so there is no plausible way your bolt could actually depress the button.
  • Once you initiate the Reboot Sequence, the lights inside start to flash.
    • Since it's a source of Diverters which you need to complete the Reboot, it's possible you were intended to get the keycode at that point from Mikayla's call to you. You do get a new keycode, but it is for the Reactor Room which you will already have gotten or bypassed.
    • So it's possible this was an error/bug. Or since there are two Diverters at Nicholas Stillwater, the Secure Storage Room became optional so the keycode was withheld.
  • After the Reboot Sequence is completed, if the door is still locked, it is opened by a scripted event (slide 9) most players probably missed.
Reactor Control Booth
  • Turrets other than the ones from the Secure Storage Room are mysteriously removed when you complete the reboot (slide 10). This may be because you may have left some Deployed and there is an explosive gas event on this map.

Comments