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Part Two
Hardware Labs  and    Exterior

Hardware Labs

  • Deal with the corrupted operator in the lobby: stun gun + wrench, or lure it to the explosive canisters at right.

  • Go forward and take down another corrupted operator on the left. Grab a neuromod from the broken display case.

  • A mimic is disguised as a piece of blue plastic near the supply crate at the entrance of the demo theater.

RECOMMENDED PATH

  1. Kill enemies in the lobby area, on both floors.

  2. Access the machine shop via the med bay.

  3. Clear the machine shop.

  4. Manufacture the ARTAX and space-walk.

  5. Explore the outside and find important loot.

  6. Return inside and clear remaining areas.

  • Inside the theater, grab the Hardware Labs Keycard from Sean Larsen's corpse, then witness Clive Lawrence's phantom attack a survivor, Thaddeus York. Climb to the drop ceiling above the demo theater and find a neuromod.

  • Go to the security booth and unlock the security cellar from the Utilities tab on the terminal. Inside is a turret. From here you can also jump up to the upper level, bypassing the next room, which may be useful for stealth.
  • Enter the labs' main floor with the keycard. There's a phantom right inside, so the turret can be useful.

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DEMO THEATER

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  • On the ground floor of the H.L. is miscellaneous loot and access to the labs, plus a grav-shaft to the top floor.

  • On the left-hand wall is maintenance hatch. Inside is a body, some ammo, and a GLOO Gun.

  • On the same wall is the demo theater. Grab neuromods from the briefcase on the floor. Go up the "Gloo stairs" and retrieve Thaddeus York's Transcribe and weapons.

  • On the ground floor of the theater is Clive Lawrence's phantom. Kill it, grab loot, and use the Recycler.

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BALLISTICS LAB

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  • Get the Ballistics Lab Keycard from Aime Schmidt.

    • Find the random keycode for the ballistics safe behind the grate: recycle it or lift it with Leverage I

  • Open the door to the recycle chamber and kill the  two mimics yourself. Fill the chamber with junk to your heart's desire and recycle it all!

    • Later in the game, you can jump atop the chamber and use Mimic Matter to enter the Beams & Waves Lab just above.

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THORSTEIN'S OFFICE

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  • Get Miyu Okabe's Transcribe from her corpse.

    • Talos Smuggling Ring. Behind the statue is a dead drop with a neuromod and some loot.

  • The code for Jorgen Thorstein's office is variable: it's in an email from the terminal in the conference room.

  • Also loot the nearby breakroom that's full of food.

  • Kill Thorstein's phantom and get Thorstein's Cabin Keycard from its remains. There's also a mimic here, plus two neuromods in the briefcase on the floor.

    • Thorstein's safe code is 9954 ("Es + Xe")

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MACHINE SHOP

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  • If you return to the security booth after being in Dir. Thorstein's office, there's a mimic disguised as a chair.

  • Access the Machine Shop via the main door (repair or gloo the broken junction) or via a maintenance hatch inside the MedBay (two disguised mimics inside).

  • Kill three corrupted operators: two are roaming about and one is playing dead by the airlock. If you have Repair II, fix the broken turret and let it kill them.

  • You can move the cargo platform via a terminal below. On it are 3 mimics and a neuromod on the corpse.

  • Repair the broken cargo door or shoot the button with the boltcaster, as in the picture. There's a boltcaster on a platform under the ceiling, or use the Boltcaster Fab Plan from Mary Malinaro's terminal near the Recycler.

    • Mixed Signals.​ Get the antenna from the satellite and keep it: you'll use it later.

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  • The storage cellar under this area holds the Weapon Upgrade Kit Fab Plan, plus some useful loot, such as Typhon Lures. To enter, lift the cargo that blocks the gate (Leverage III  required) or toss a recycle charge.

  • Get the Artax Propulsion System Fab Plan near the Recycler, then fabricate it at the Fabricator.

  • Glide over to the nearby platform, then further over to the Machine Shop Supply Closet. Kill the disguised mimic on the roof, then drop through the open hatch. Inside the closet are two neuromods and some loot.

Glooey McGlooface: the real hero of Prey!

Talos I Exterior

  • Most areas in space are accessible right away, but they're also dangerous in the early game. This guide shows how to maximize benefits with minimal risk. Follow the picture sequence in the gallery below for reference.

  1. Go right to the first human corpse, Karisma Chouhan.​

  2. Proceed further right to the next corpse, Jose Costa. Repair the leak in the bulkhead above with your Gloo Gun for the Million Dollar Caulk Gun objective, which you'll get later: this saves you another spacewalk later.

  3. From here, go around the bulkhead toward the Shuttle Bay Airlock. Shoot the red bolts on the escape pods for the Escape Attempt objective, which again you'll get later.

  4. Go toward Talos I, hang left, go beyond the large red pipe, and look behind and above you. Rise up until you find a maintenance hatch. I strongly recommend you look at the pictures below to orient yourself!

  5. Destroy two corrupted operators. Get a neuromod from the storage box on the wall. Just above it is a hatch, and inside is the Q-Beam, the most powerful weapon in the game. Listen to Mariana Arias' Transcribe here, too.

  6. Fly outside quickly to avoid a Technopath. Hang left and go around to the Lobby wing that has two golden lion statues on it (but see the picture in the gallery, because there's another one that looks similar but isn't it).

  7. Stand to the right of the leftmost lion. Fly out toward earth. Soon you'll see a corpse. Fly to it, grab a neuromod from the briefcase, and the useful ARTX Propulsion Gen 2 chipset from Grant Lockwood's corpse. You will probably get radiation poisoning, but that doesn't affect you in space  (go visit the MedBay as soon as you return inside, though). This is what you need to finish the Disgruntled Employee objective, which you'll get later.

  8. Fly toward one of the two large billboards that are floating around Talos I. One has nothing. Near the other is the corpse of Emmanuel Mendez and an accessible computer terminal. Reactivate the terminal, which will flash the warning "Escape Pods are Fake" on the billboard. This will make sense later.

  9. Fly to the shuttle you see in the distance. There's a Weaver nearby. Either wait for it to leave or toss a Nullwave in its direction and kill it with the Q-Beam. In the shuttle, get a neuromod and the Typhon Lure Fab Plan in the briefcase in the cockpit. Listen to Hunter Hale's Transcribe to finish the Derelict Shuttle objective. In the shuttle's cargo is a neuromod, but you need Repair III to power up the door to get it, so it may not be worth it.​

  10. Fly up to the two large Crew Quarters Hull Breaches. One has minor loot and a neuromod in Lily Morris' pod that's been ejected into space. There are also two corrupted operators here.

  11. The second breach has the Q-Beam Cell Fab Plan, which is a big leg-up in the early game. Fly into the breach, peek around the corner, toss an EMP charge to disable the Technopath and its turrets, and then retreat behind the corner to reload. Repeat the process. Two full charges of the Q-Beam should kill it. If not, use a Nullwave to disable the Technopath for longer and/or toss a recycle charge to inflict damage while you reload. The fab plan is in the board member's cabin opposite Will & Cathy Yu's. There's minor loot and typhon in the other cabins.

  12. Return to the Hardware Labs Hull Breach. Find Lorenzo Calvino's Transcribe and Dr. Calvino's Workshop Keycard near his corpse. Fix the broken junction here using Repair II: this will allow you to access the Beams & Waves Lab once you return inside.

    • No-Needles.​​ There is no way to access the Beams & Waves Lab without neuromods, so ignore this part.

Hardware Labs

  • Go back inside and find an Etheric Phantom patrolling the machine shop. Toss a Nullwave on it and kill it with the Q-Beam (it's vulnerable to that) and/or by using the turret if it's still operational (or repair it if it's not).

  • Back in the main area, kill two operators, two phantoms, and a few mimics that have respawned while you were out.

  • Enter the Beams & Waves Lab on the upper floor. Grab the Q-Beam from the firing range. Read the emails on Lane Carpenter's and Josh Dalton's computers to start The Blackbox Project objective.

    • You can't get to Carpenter's phantom yet, but due to a bug he can still harm you through the locked door.

    • The red box below contains spoilers for The Blackbox Project objective. To avoid spoilers, skip just past it.

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THE BLACKBOX LAB

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  • The Beams & Waves lab can be accessed either by repairing the hull breach outside or via the recycle chamber in the Ballistics Lab just underneath; see above for instructions.

  • Reenter the Beams & Waves Lab after finding Dalton in the G.U.T.S. Open the lab with the key.

  • Kill Lane Carpenter inside. From his terminal, grab the Q-Beam Fab Plan and the Q-Beam Cell Fab Plan. If you haven't grabbed the latter

  • There's more ammo all around the lab.

  • Enter Dr. Calvino's Workshop on the lower floor. Power it up with the button on the console by the window. On the Looking Glass terminal, diagnose which server is down, then click on it to reboot it. Watch Calvino's logs, too.

    • The second log reveals that Calvino's tumbler opens a secret stash. The tumbler is on the red cabinet under the stairs. Put it on the scale on the opposite side. The stash has neuromods and Dr. Calvino's Cabin Keycard.

  • Go all the way back to the Hardware Labs entrance, killing two more phantoms that have showed up.

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Talos I Lobby

  • There are many mimics and three etheric phantoms: one in Teleconferencing (lure it to the turrets by your office), one in the main foyer by the elevator, and one downstairs in the Psychotronics access hallway (kill it by tossing the explosive canisters on top of it). There are also two Greater Mimics in the hallway just outside your office.

  • Finish watching the video in your office. Meet January. Get a neuromod from it, plus the General Access Keycard.

  • Go down to Psychotronics as instructed. Along the way, you'll begin the Who Is December? objective.

  • Return to the Neuromod Division immediately! If you do this later, there is a bug that prevents you from completing an important side objective related to neuromod fabrication, so do it right now instead.

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Neuromod Division

  • Witness January killing December, an earlier operator that Morgan had supposedly prepared. Loot December to get a neuromod and, most importantly, Alex Yu's Office Safe Code (which is random).

  • I recommend you proceed to Psychotronics: while there's more to do here, it's best done later.

  • Return to the Lobby and from there to the Psychotronics access hallway.

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Psychotronics

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