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.
Magnetosphere Control Room
- Laurel Davis Terminal (Slide 1)
- Hacking III lets you open a cache inside the Magnetosphere chamber (Slide 1).
- It can also turn off the Magnetosophere. You get a Solar Radiation warning but it is not clear where or when that is relevant. The main effect seems to be that you can access Anders Kline with a more relaxed time limit before another plasma shockwave.
- A simple route up to the crawlspaces above is shown in the video on Slide 2. Start at the hatch to Generator Access.
- Operators float over floor hazards but there's a flame jet you can activate here (Slide 3) to help you clear them. If you like you can turn it on stealthily then just wait it out in the room upstairs while you go get a coffee IRL. They go up and down the stairs, and therefore through the flames, but it takes them a long time to fry.
- Slide 4 is a spoiler for the Safe Code.
- There is a Technopath nearby, visible from the body of Ramon Ridley (Slide 5)
- If you approach the window, it can wander off.
- If you are EVA outside, that Technopath actually is in the vicinity, and trying to scan it while it can attack you is much less convenient than scanning it now.
- A container is radioactive only if the tag is red instead of green.
- Recycler Charges can reduce this into materials and thereby clear the radioactive hazard.
- Accumulated radioactivity slowly fades, so it's not a big deal if you just fly past quickly and not have so much that you start taking damage.
- Later in the G.U.T.S. (after you first encounter Weavers), you can find a couple of Turrets. Once you figure out how to drop them in the correct orientation, they are a great help against Cystoids and save you from having to find things to throw.
- Cystoids and Cystoid Nests have no materials to loot but if they are caught in a Recycler Charge they do convert into not-insignificant amounts of Exotic Materials.
- Cystoid Nests destroyed by a Recycler Charge still produce Cystoids.
Weavers
- You basically need a Q-Beam to kill the ones here, and there's a Q-Beam in the G.U.T.S. at Josh Dalton's body, which is shortly after the Magnetosphere Control Room in the direction of the Arboretum. You can put a quest marker on him by going to a Security Station terminal.
- If you are too close they will release Cystoids. If you throw things from far away, it may move away from you till it is out of line of sight.
- Weavers you encounter later and elsewhere may be different. They still try to keep their distance somewhat, but can use a Fear effect, more aggressively spawn Cystoids, and can be damaged by various weapons including the Silenced Pistol and Turrets.
- In zero-gravity, Turrets are still oriented to a fixed up/down. When you drop a turret, look at where the black face is. This is the part that normally sits on the floor. No matter which way you face, the Turret will always drop with that orientation.
- This means you can't always just stand off from the enemy at a direction of your choice and drop your Turret because it might never face the right way. Even so, if you can get it to face the proper direction, it's great for handling Cystoids.
Technopath (Slide 6)
- You can throw things at it, but if you are too far, only Explosive Containers will do any damage, and only because of the explosion. Nevertheless, there are quite a few Explosive Containers around, so you can throw them from a distance and then run away. Once softened up like that, you can finish an engagement with it more quickly with weapons or a big object thrown from a closer range.
- Once alerted to you, its attack range is quite long, in excess of 50 meters.
- Instead of approaching or fleeing directly, try the side passage in that area (Slide 7) as well as taking cover behind the shipping container.
- There are Corrupted Operators a bit past it, so try to lure it away a bit first. The Operators can be handled later by throwing things or luring them to fly past the firing arc of a Turret (Slide 8). Once the Turret starts firing, it should stagger-lock the Turret and basically keep it still until it is destroyed.
- No matter the direction of the Turret gunfire, a destroyed Operator will then drift in the direction it was headed prior to being attacked by the Turret.
Remember to look behind everything for hidden containers (Slide 9). Now that we're not in the early game anymore, they can contain things like grenades, and not just items for the Recycler.
Fuel Storage (Slide 10)
- Instead of engaging the Thermal Phantom, turn on the power to enable the electrical hazard. Then just wait from a safe hiding spot. If it's taking too long (e.g., standing still too long), use the Huntress Boltcaster to annoy it and get it moving. You can collect the ammunition later for reuse.
- From here you can go to the Shuttle Bay, which has a working Recycler and Fabricator. You exit onto the lower floor, which is basically safe (but you will have to clear enemies to use to Fabricator). From the Shuttle Bay you can continue on to the Talos I Lobby, making this route a shortcut between the Arboretum and the Talos I Lobby, instead of having to go through Psychotronics again.
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 11).
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