Prey (2017): Complete Guide

A spoiler-light guide to Arkane's Prey: how the neuromod system works, how to survive the early hours on Talos I, which abilities pay off, how to play stealthy or loud, and what the Mooncrash DLC and post-launch modes add.

Researched September 2026 — current as of the final update line (update 1.10 "Rogue Moon", September 2018, plus the Typhon Hunter update of December 11, 2018). Prey is no longer being updated; check the linked sources if something differs.

Quick Start

  1. Explore everything. Talos I is one interconnected station. Almost every locked door has a keycard, a code in an email or TranScribe, a vent, a window, or a GLOO-stair route around it.
  2. Read emails and listen to TranScribes. Door codes, safe codes, side quests and the locations of crew members are hidden in them. The game tracks all of it in the Data section of the menu.
  3. Everything can be a Mimic. A spare coffee cup or a chair that was not there before is suspect. Swing the wrench at suspicious clutter before you walk past it.
  4. The GLOO Cannon is your best tool, not your worst gun. It freezes enemies, puts out fires, seals gas leaks and electrical hazards, and builds climbable ledges anywhere.
  5. Recycle junk constantly. Recyclers turn junk into material, and Fabricators turn material plus a Fabrication Plan into ammo, medkits and neuromods.
  6. Fabricate neuromods. Once you have the Neuromod Fabrication Plan, exotic material becomes your main limiter on skill points. Keep exotic material for neuromods.
  7. Pick Hacking, Repair or Leverage early. These three human abilities open huge parts of the map. One of them is enough to start; eventually you want all three.
  8. Typhon powers have a cost. Installing many alien abilities makes station turrets see you as a Typhon. Plan around that or reprogram turrets.
  9. Save often, on multiple slots. Quicksave works everywhere outside of combat animations and there is no penalty for using it.
  10. Stamina matters. Sprinting, jumping and wrench swings drain it. Do not open a fight with an empty bar.

What Prey Is

Prey is an immersive sim set in 2032 aboard Talos I, a TranStar space station orbiting the Moon. You play Morgan Yu, a researcher who wakes up inside a looping test while the station is overrun by the Typhon, a shapeshifting alien ecology. Your brother Alex Yu, a helper robot called January, and a trail of recorded messages from your former self guide you through the station.

The structure is non-linear: you move between hub areas by elevator, airlock or a spacewalk around the exterior, and you can revisit almost everything.

Core Systems

Resources and crafting

Resource Where it comes from Used for
Junk items Everywhere, bodies, trash Recycling into materials
Organic, Mineral, Synthetic material Recycler output Ammo, medkits, food, gear
Exotic material Recycling Typhon organs, some junk Neuromods, advanced items
Fabrication Plans Found in the world Unlock recipes at Fabricators
Weapon Upgrade Kits Loot Upgrading weapons at any time
Suit Repair Kits Loot, fabricated Restoring suit integrity

Rules of thumb:

Health, suit, and status effects

Weapons

Weapon Role Notes
Wrench Melee Free damage against Mimics and weak targets; stamina-limited
GLOO Cannon Utility / crowd control Freeze, then finish with the wrench or a shotgun. Also climbing
Silenced Pistol Precision Solid all game when upgraded
Shotgun Close burst Best general Typhon killer for many builds
Huntress Boltcaster Utility Activates buttons and distracts; almost no damage
Disruptor Stun Gun Anti-robot / non-lethal Shuts down Operators and turrets; knocks out humans without killing them
Q-Beam Beam weapon Strong against Typhon once upgraded
Psychoscope Scanner Scans Typhon to unlock alien powers; tracks weaknesses

Grenades worth using: EMP Charge (robots, turrets), Recycler Charge (crowds and resources), Nullwave Transmitter (shuts off Typhon powers and damages Typhon), and Lure grenades for pulling enemies away.

Upgrade priority: put Weapon Upgrade Kits into one or two weapons you actually use. Spreading them thin is the most common way to end up underpowered. Fully upgrading a weapon earns "Cold Dead Hands".

Neuromods and Abilities

Neuromods are skill points. There are three human trees (Scientist, Engineer, Security) and three Typhon trees (Energy, Morph, Telepathy). Typhon trees are locked until you get the Psychoscope and scan Typhon enemies.

Human abilities worth buying early

Ability Why it matters
Hacking Opens safes, doors, computers and turrets without codes; later ranks unlock tougher locks
Repair Fixes broken Fabricators, Recyclers, turrets, elevators and electrical boxes that block routes
Leverage Lifts heavy objects, including crates that block doorways and shortcuts
Necropsy Extra loot (especially Typhon organs) from Typhon corpses, meaning more exotic material
Gunsmith More efficient weapon upgrades
Combat Focus Slows time for a shooting window; strong for gun builds
Medicine Better healing from medkits and food

Buy one rank of Hacking, Repair or Leverage first, then fill in the others before spending heavily on combat. Utility abilities pay back with loot, which pays back with more neuromods.

Typhon powers (after the Psychoscope)

Power Use
Mimic Matter Turn into small objects to squeeze through gaps and windows ("Shapeshifter" for 20+ unique objects)
Lift Field Throws enemies and objects into the air; also a vertical traversal tool ("Tee One Up" for a kill on a Lifted enemy)
Phantom Shift Leaves a decoy and moves you a short distance
Kinetic Blast Area damage burst
Electrostatic Burst Electric damage; excellent against Operators and turrets ("Ball Lightning" for dropping two Operators at once)
Superthermal Fire trap
Psychoshock Damages and suppresses the Psi powers of enemies; works on humans too
Mindjack Controls enemies; frees mind-controlled crew ("Deprogramming" achievement)
Machine Mind Takes over robots and turrets
Remote Manipulation Grab objects and press buttons at range
Phantom Genesis Turn a human corpse into an allied Phantom ("It's Alive!")

Check the in-game Neuromod screen for which of the three Typhon trees (Energy, Morph, Telepathy) holds each power; Mimic Matter and Phantom Shift sit in Morph, Kinetic Blast and Electrostatic Burst in Energy, and Psychoshock and Mindjack in Telepathy.

The trade-off: the more Typhon neuromods you install, the more the station's turrets and some systems treat you as hostile. Separately, the Nightmare, a huge Typhon hunter, begins actively hunting Morgan after a story point. If you invest in Typhon powers, fix or hack turrets later, or accept that they will shoot at you.

Build archetypes

Build Core picks Playstyle
Pure human "Security" Hacking, Repair, Leverage, Combat Focus, weapon upgrades Classic shooter with stealth; turrets stay on your side
Engineer / crafter Repair, Hacking, Gunsmith, Necropsy, Leverage Deploy and upgrade turrets, fabricate everything
Pure Typhon Mimic Matter, Kinetic Blast, Electrostatic Burst, Psychoshock, Mindjack Psi-heavy; carry Psi Hypos; turrets turn hostile
Hybrid Human utility plus Electrostatic Burst and Psychoshock Most forgiving on higher difficulties

Achievement notes: "No Needles" requires beating the game without any neuromod ability; "Split Affinity" requires one full run human-only and another Typhon-only.

Enemy Primer

Enemy Threat Counter
Mimic Ambush, weak Wrench, shotgun, Recycler Charge; "Mimic Massacre" for 5 kills in 5 seconds
Greater Mimic Faster, tougher GLOO then shotgun
Phantom (and Thermal, Electric, Etheric variants) Main infantry GLOO plus shotgun or Q-Beam; Psychoshock
Weaver Spawns Cystoids and raises Phantoms from corpses Kill it first
Telepath Mind-controls humans Use non-lethal options on controlled crew; kill the Telepath; Mindjack frees them
Technopath Takes over machines EMP Charge, Disruptor, then finish
Poltergeist Invisible, throws you Psychoscope reveals it; GLOO and shoot
Cystoid and Cystoid Nest Explosive swarms Shoot from range or burn the nest
Military Operator / corrupted Operators Ranged robots EMP, Disruptor, Electrostatic Burst
Nightmare Hunter-killer Hide, use the timer, or come back with a heavily upgraded loadout

Scanning each Typhon type with the Psychoscope reveals weaknesses and resistances in its info panel. Use it.

Area Outline (spoiler-light)

Talos I is revisited constantly, but the first visit order roughly follows this chain:

  1. Neuromod Division — tutorial, the Wrench, first Mimics, the start of the Yu story.
  2. Talos I Lobby — central hub; security booth, Morgan's office, first real decisions about routes.
  3. Hardware Labs — engineering area with Fabrication Plans and useful upgrades.
  4. Psychotronics — Typhon research; Psychoscope; unlocks alien powers. Not long after this, expect the Nightmare.
  5. Arboretum and Deep Storage — crew stories and major story beats.
  6. Crew Quarters — a big side quest hub; many named crew members.
  7. G.U.T.S., Cargo Bay, Life Support, Power Plant — utility zones with some of the most dangerous encounters.
  8. Fabrication Plant, Shuttle Bay, Bridge and the Exterior — the late game and the endings.

Crew locations: every living or dead employee can be found using station Security Stations and crew tracking. Locating them all gives the "Missing Persons" achievement.

Endings and Choices

Difficulty and Post-Launch Modes

The June 2018 free update added three options to the base game:

Mode What it changes
Story Mode Easier combat for people who want the narrative
Survival Mode Weapon degradation, other survival-style penalties
New Game+ Keeps your neuromods and gear for a second run

New Game+ is the easiest way to experiment with Typhon powers without restarting your progression.

Mooncrash (DLC)

Mooncrash is a roguelike expansion set in a TranStar moon base, framed as a simulation you run from a KASMA-operated satellite. Key points:

Common Mistakes to Avoid

Advanced Tips

FAQ

Is Prey (2017) related to Prey (2006)? Only by name. The 2017 game is a separate story and universe by Arkane Studios.

Should I use Typhon powers? Yes if you want a different playstyle, but go in knowing turrets will turn on you. A human-first first run with a few Energy powers is the easiest.

How do I get the Psychoscope? It is obtained as part of the main story in Psychotronics. Scanning Typhon with it unlocks the alien trees.

What does "Do No Harm" require? Finish the game without killing any humans. Mind-controlled crew count, so disable them non-lethally.

Is Mooncrash worth it? If you liked the base game's systems, yes. It is a replayable roguelike with its own story and several unlockable characters.

Can I still play Typhon Hunter? The update is still downloadable for Mooncrash or Digital Deluxe owners; how easy it is to find a match depends on your region and time.

Is there New Game+? Yes, added in the June 2018 update alongside Story Mode and Survival Mode.

Sources