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.
Scope- After the Tutorial and you wake up again, when you put on your suit you will have a Scope (Slide 1) that is activated the same way you activate the Psychoscope later on when you get that item.
- With this Scope mode you can zoom to help your ranged aim, and tag targets for tracking.
- It can continue to track Mimics after they have transformed into an object.
- The game doesn't tell you this, so it may actually be a bug or legacy function that was later moved to the Psychoscope.
- The Mimics at the elevator lobby eventually settle down and mimic something, allowing you to sneak around more easily and come back later with the Psychoscope to make things easier.
- When you first get here, you probably don't have enough Repair skill to fix the lift. However, you can just GLOO your way up. : A convenient location to GLOO up is on top of the security booth (slide 2) and a single GLOO shot against the wall (slide 3). You get a convenient Jump prompt and from that GLOO blob you can jump up and you will get another Jump prompt to catch the railing and pull yourself up.
- Explore upstairs early as there are enemies later
- The code for the Volunteer Quarters can be found in the Talos I Lobby the first time you go there, so even before you get the quest step to watch the video in your office you can go through Volunteer Quarters and to Fabrication and the Neuromod Fabrication Plan.
- A convenient two-GLOO-blob jump path inside the service area is shown in Slide 4.
- Poltergeist
- If you're having trouble scanning and/or tracking the Poltergeist with the Psychoscope (Slide 5), try repositioning yourself in the Authorized Personnel Only room which you can lock from the inside. Locking it forces the Poltergeist to eventually reset because it can't reach you, giving you another chance. From there you can exit through to Fabrication and drink water to heal if you need it.
- You don't really need to track it as you can just get it to follow you through a hazard. But it definitely does help because you might not have a lot of time between being detected (which is still signaled by an audio cue even if the Poltergeist is invisible) and the entity firing off a lift field. Once tracked you can use other attacks against it more easily since you know where to throw/fire.
- The code for the Neuromod Install Room can be obtained very late in the game from Dayo Igwe.
- The Turrets here can detect Typhon normally but will not attack until you Hack them. It's possible that they were meant to introduce you to the Technopath grabbing them if it gets close. Turrets elsewhere in the game, whether close to or formerly attached to a Technopath, do not seem to have this quality.
- The Technopath may have one or more Turrets in tow. Usually if you wait long enough, its wanderings will cause the Turrets to be smashed into objects and possibly dislodged, leaving the Technopath without Turrets and only with its charge-up electrical attack. You can then lure it to a doorway and use some hit-and-run tactics, throwing objects at it.
- In case you missed the grate in the Recycling Room, there's a Neuromod under the grate at Frederick Steele, hinting that you can go underneath.
- The Skill Recording Room can be unlocked (Slide 6). A high-arcing shot with the Huntress Boltcaster can hit the manual lock/unlock button inside the room. You probably need the Scope Zoom function to see the button at all, from all the way across the room at the window (where you see your first Phantom).
- The other way is to use the Utility in the security booth terminal to unlock the Skill Recording Room doors.
- From inside you can get to Volunteer Testing upstairs.
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