Prey - Weapons and Items

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.

Items

Anti-Rad

  • Unless you have reached 100% Radiation and have the Radiation Sickness status, accumulated radiation will slowly fall off to zero over time.
  • A Medical Operator can also remove Radiation.

Disruptor Stun Gun

  • Especially once upgraded to improve stun duration, this is a very powerful tool in conjunction with other weapons or to protect Turrets while they keep firing.
Psychoscope

  • Don't wear this all the time as it mutes sounds. You could miss the audio cues of an enemy nearby.
  • If you have the appropriate Typhon ability, you can Scan yourself (and there is actually a Research entry).

Q-Beam

  • This is actually quite a slow weapon compared to alternatives like the Shotgun or the Silenced Pistol. It has very good range however and spread is not affected by micro-gravity, so I recommending saving this for long-range engagements in space (Talos I Exterior).

Recycler Charges

  • These can remove radiation containers by reducing them into components. However, often you also end up "destroying" any items you might want to pick up, such as weapons.

Silenced Pistol

  • Try not to have to upgrade this until you can get the unique version in the Crew Quarters (quest available in the Arboretum).
  • Light objects in zero-gravity can be pushed by shots from the pistol. However even if the object is near some Cystoids, the movement does not typically result in them pursuing and exploding.

Shotgun

  • An early weapon but one of the best when damage is fully upgraded and supported by Neuromods. If you are low on ammunition and resources, try to save them for dealing with strong opponents.
  • If you have the Cosmonaut Pack DLC, a special shotgun, "The Margrave", will be in your Office.

Turrets

  • If they are not Deployed, enemies ignore them.
    • This is a good way to stash Turrets without them drawing attention to them until you can gauge the enemy and determine if you want to engage them with a Turret or not.
    • Generally it's useful to hide one behind cover near an entry point to an area.
  • Turrets look like they are the proper height to shoot through the slit in security barricades, but they actually cannot detect anything from that position and therefore will not shoot at all.,
  • Wandering friendly Operators can knock over your Turrets and cause them to fold up.
  • Without Repair III to Fortify them, they are actually very fragile so to save on repairing them, it's better to manage them actively by setting up controlled killzones against specific encounters and then taking them down.
    • Try not to leave them unattended. With increasing frequency, scripted events will place enemies on the map and they can wander into your Turrets and either approach from outside the firing arc or survive the attack and disable your Turrets.
  • Turrets respond very quickly, so you can try arranging them behind a door you can lock, then open the door only briefly to let them get a few shots out at your target then shut and lock the door before they can approach or shoot back.
  • A way to protect your Turret and keep it firing is to arrange for an enemy to walk around a corner and paralyze it with the Disruptor Stun Gun as soon as it's in the Turret's fire arc. Otherwise they are very vulnerable, especially to Phantoms that can knock it onto its side or away, causing it to fold up.
  • Operators do not react to Turrets firing on them.
  • Turrets are always oriented to a "down" direction so that when you drop them, they sit properly. However in a micro-gravity environment where you don't have a "down" direction, the Turret still does.
    • When you drop a Turret in a micro-gravity environment, notice where the black face (bottom) is. That is the "down" direction and the Turret will always have its bottom side facing that way.
    • You can try to nudge a Turret into the proper direction once Deployed, but it's really time-consuming and clumsy.

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