FAQ by codebreak1337

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    FAQ by codebreak1337

    Version: 1.4 | Updated: 07/14/17 | Search Guide | Bookmark Guide


    Story:

    Prey FAQ: by codebreak1337
    Gamefaqs.com
    Americanhardcoregames@gmail.com

    Version 1.2

    Table of Contents:
    -------------------------

    Main Story:
    First day on the job:
    Break out:
    An Office with a View:
    Through a Glass Darkly:
    Deep Storage:
    Detour
    Gathering Echoes
    Restore From Backup
    The Keys to the Kingdom
    This Side Up
    Shipping and Receiving
    Reboot
    Before I Give You the Key
    The Repo Man
    A Mind Without Limits
    Perdition

    ----------------------------------



    This game is not very long, and since I am planning Zelda and want to accomplish more with that guide, this guide may be lacking slightly. I am only doing one or two fast plays of this game. I will try and make quality work but I also now would like to do an HTML version of Skyrim. This guide is made to get a quick walkthrough out there for Prey the game. Hopefully it will help! Most importantly this will not be a full blown strategy guide like my Final Fantasy XV or Zelda BOTW guides. This will be more on par with Resident Evil VII and DOOM 2016. I still would like you all to read and hope you enjoy, Thanks - codebreak

    Americanhardcoregames@gmail.com
    Prey-Bethesda-Arkane Studios-

    Main Story:


    First day on the job:


    The player will wake up from his/her bed after selecting a choice between male and female character. You're alarm will be going off in a very nice looking apartment. You can pick up some spare parts and read some books for intel in you're apartment. Open the fridge for food which will restore health for later. At this point don't worry because whatever you pick up will reset shortly other than the intels.

    Follow the marker outside you're apartment too the elevator, take the elevator up too the rooftop. There will be a chopper waiting just for you! Get inside and enjoy what is a very appealing opening intro. You get a great view of the city from here, as well as the Bethesda name popping up! Turning you're head right will eventually lead to the great view on the bridge with Arkane Studios Presents written in huge letters. Finally you will see the game name PREY as you land. Sidenote, the music is really excellent at some points in the game including this segment. The music artist or artist did an amazing job!

    When you get outta of the chopper head down the elevator, to Alex Yu, who seems to be you're brother. Listen to him than make you're way into the room via the marker door. There will be four rooms A-D. Pass the easy test, which basically are some control and knowledge test too teach the player the game's controls and a bit of it's functionality. Once you are nearly done, mimics will attack and you will be knocked unconscious. Once again waking up too the same segment in you're apartment with the alarm going off.


    Break out:

    After the creepy feeling of waking up in you're apartment again to the same exact time and date, carry on! Put you're suit on again and re-check you're apartment for intel and the food items. You probably lost you're entire inventory and Intel included so just collect everything again if you would like. Next head out the main apartment door and notice a dead body. Pick up the wrench weapon off the dead body and equip it. Head back into you're apartment and break the glass that proves you are not exactly in you're apartment.

    This area is not too much trouble and there really wasn't anything too interesting too loot here. Even marco's safe didn't have much I was too interested in. I will delve into the safe combinations of interesting collectibles a bit later. If you really like/enjoy the game be sure to check out the terminals and read the emails and the like. Know, that once you see the Transtar logo and the helicopter you can change the scenery by using simulation button on the floor above. This will reveal some areas that you can break open with the wrench for some lesser items again.

    Too escape this area, just follow the marker too the door that leads to another incoming phone call from the mysterious January. Eventually you will run into you're first major piece of weaponry in the game which is the Gloo Cannon. Make sure to acquire it off the dead body and defeat the mimics in the area. The game can be quite tough, but you can lower the difficulty at anytime during gameplay. If you are having trouble with some enemies, try using the gloo cannon on them first than attack with other weapons like the wrench.

    You can use the gloo cannon right before the Lobby entrance too acquire the Disruptor weapon. Use the glood cannon to get to the 2nd level of the area where the Neuromod is located. Climb up and head around the hallway. On a dead body should be the disruptor which is basically a futuristic stun gun. Once you are done collect the neuromod and you can exit into the lobby area. This will complete the break out quest.


    An Office with a View:

    When you get out of the Lobby, you realize just where you are and it is rather a big spoiler so I will keep it free for now as much as I can. In this area you will have to get several keycards to progress through each area. There will be some mimics and phantoms and even other enemies. There are usually two ways to go about everything in this game. It seems it's either get a keycard or find alternate access at the moment. The goal is to make it to our office. Once at the office you can get the Margrave shotgun is you preordered the game very early. You can also recycle you're materials and make fabrication plans ( more info to come ).

    Watch the video in you're office and it should tidy up this quest. However there is also a silent pistol in the area. Be sure to unlock the keycards and for extra help check out my video guide below. Once again I will be keeping updates here for my second playthrough. Apologies for the time issues at the moment, I still hope this helps!


    Through a Glass Darkly:


    This quest has a few tricky parts and is a bit longer than the first few starting quest. It will also branch off a bit. The first tough point was getting too the source of where Dr. Calvino is located. First you should head too the room with the huge looking glass window. If you crouch down and notice a maintenance door on the bottom right side, open it up with the action button. Make you're way through the area and loot the stuff you can find. There will also be an EMP grenade in the area. Now you may notice a structure inside a gate. I was stuck here, but the trick is to use the Gloo Cannon.

    Use the Gloo Cannon to make some Gloo obstacles to climb up to reach another small maintenance door. Go through the maintenance door and the game should update and save. The Next option is to find Dr. Calvino. There are several ways to do this, but I used the security system route. However, you will have to head to the marker that says Security. Once at the marker you're going to have to look through all of the crew members. Be patient because you will be doing this rather often to locate other crew members. You can even set the computer to mark dead crew members such as Dr. Calvino.

    Once you have marked Dr. Calvino head too the marker and you should see him behind an air-lock with a glass window. We are going to need an upgrade for our suit to locate him and this is where the quest will split a bit. Now the quest will say Zero-G Propulsion System. This is located inside the hardware labs, so head too that point and defeat all the mimic's and phantoms inside. There is a fabricator and recycler here. You can make med-kits and ammo if you need them so be aware of that. In the same area is the Zero-G Propulsion system. Acquire it and now we can float a bit with our suit for softer landings. Afterward, head through the marker door to start the next quest.


    Deep Storage/Gathering Echoes:

    After retrieving the Psychoscope from the GUTS section of Talos I, you will have to later find the arming key for your storage. Take the elevator from the Arboretum to reach the deep storage area of the game. We have to then get a voice code from Danielle Sho, there is also an alternative option, however this is the route I choose. Here are the locations.

    Voice Sample 1: Recreation Center - 0:05
    Voice Sample 2: The Yellow Tulip - 1:05
    Voice Sample 3: Theater - 3:04
    Voice Sample 4: Looted from Emma Beatty's body - 3:39
    Voice Sample 5: Will Mitchell's Cabin - 5:07
    Voice Sample 6: Danielle Sho's Cabin - 7:00
    Voice Sample 7: Abigail Foy's Cabin - 7:49
    Voice Sample 8: Crew Habitation Pods - 8:38
    Bonus Sample: Danielle Sho's Cabin, on the floor (requires Repair ability)


    Restore from backup:

    I got a little lost here on the escape from the deep storage area. Thanks to a youtuber user Paddyalfleck, I realized after watching the video that I could use the white tubing to climb across and find exit to the area. Look for a few red metallic structures with white tubing or air units that run along the walls. Also, have your Gloo Cannon just in-case you fall or need a little bit extra out of your jumps. When you jump down, you should reach an irradiated room, quickly escape and head through the two circular doors. Afterward, you will be in the Data Vaults.


    Keys to the Kingdom:

    A Crucial part of the story where the true twist lies. I didn't find anything too hard about this other than the game being painfully hard at times, especially at the tough higher difficulties. If you are playing and dying too much, know that you can lower the difficulty at anytime. I still found some problems with this, so you may have to farm often. Use and collect as many things as possible to survive and don't forget to craft health especially at the Fabricators. The more you explore and collect small survival items inside Talos I the easier the game will be. However, it may take a little bit longer to complete this way.


    This Side Up:

    The code is 2312, this will save you a bunch of time if you are looking for it.


    Shipping and Receiving:

    This section is a bit more focused on back-tracking and combat. It is not too difficult puzzle wise, but you should prepare and use the Q-beam that you can acquire here inside one of the cages. The Q-beam is a very powerful weapon and will help you get through some of the tougher fight sections in the game, this would be one of them.


    Reboot:

    For many players including myself, this area can crash completely or get very buggy during this time in the game. Currently there is no news on an update or a patch for this. I suggest if you really like the game to just make a backup save file or two and honestly keep loading if the game crashes, or you do not like your current outcome. It sounds simple, but I really have no other solution that would be better at the moment.

    You will fight the Nightmare here as well and this guy could be tough! I personally had a ton of ammo for the Margrave shotgun at this point in the game. I was saving it plus scavenging a ton! I just plowed into the Nightmare with that and whatever other abilities or attacks I had remaining. It wasn't too hard for me but I am playing on the lightest or easiest difficulty setting. Some other tips from around the web would be the following:

    This is coming from Solidfang, from the Prey Reddit.com subreddit, and he says the following tips for newer players: You can cheese him by hiding in most maintenance areas.
    Or by exiting the area since the timer keeps going down. He can kill NPC's in the area. And he can enter your office. Depending on level of difficulty and your loadout, the fight can unfold many ways, but you usually want to avoid a head-on fight unless you have a good shotgun and combat focus. His projectiles linger in the air for quite a while and hit in threes. So be careful around corners.

    One other player says he just threw a nullwave transmitter at the nightmare and had 6-8 recycler charges and tossed them at the Nightmare to defeat him. The difficulty for that tactic is unstated. However, I can conclude that it seems to just take a good amount of ammunition to take out this Nightmare. There really is no full-proof tactic and overall with tons of ammunition it won't be too difficult. This in a way forces the player to explore the world of Talos I a bit more. If you are looking for a simplified way without too much ammunition use, try Solidfangs approach over mine or the others.


    Before I give you the key:

    Here is another quest that is greatly bugged. Many people are saying that the coral headset chip for the psychoscope is not working when trying to scan the coral on this mission. Several months later into the games release there is no real fix for this at the current time. This makes most players just either give up on the game totally or choose the escape pod ending for the game. I have looked into this subject and researched some solutions around the world wide web. Here is the best solution that seems to be working for most players, whether on PC, XBOX, or PS. This is coming mainly from LegionFWAM a reddit.com user.


    I got it to work, I deselected all objectives and removed all scope chipsets then selected the "before I give you the key" objective, then loaded in to a different area (I went from deep storage to arboretum) then reinstalled the "coral detector 64si" the objectives list updated and ticked off "Get the chipset for scanning coral for Alex's desk and install it." part of the objective and I was able to scan the coral.

    Once again this is the best possible solution, in-fact I haven't found any other real solution to this problem. Also, as far as I know this has not even been patched or updated. Despite the game being pretty good it does have it's huge source of errors, bugs, and other problems. This is huge because It forces the player to use the alternate ending. Well if this didn't help, don't be afraid to contact me and I will further look into the situation for the fans and players of Prey. Americanhardcoregames@gmail.com


    Repo Man:

    The game continues to get more infested with bugs or maybe perhaps gigantic pre-historic like insects as we go along. This game gave me a slight Super Metroid feel for about 3 seconds when I watched the trailer before the games release. First I thought this was a good thing! Now I know it's just because the size of the bugs inside this Prey the game is just about as large as an Adult Space Pirate.

    Apparently we can't find Kaspar in this section of the game due to the marker not appearing nor the NPC himself. This is a problem if we want to progress through the game and get more alternate endings. Once again, I have done some research and here is what I have for everyone!

    Don't forget KASPAR is one of those floating drones and not an actually human NPC. Apparently he can spawn in one of four areas of the game. Now it gets a little crazy here because if he doesn't spawn in one of the four areas you wasted time. However, I will give you those areas to try as we go down this buggy list. Once again, note that his location seems to be RNG ( random number generated ) You may want to skip this whole part completely. Don't feel bad about it, many other players have!

    - Neuromod Division
    - Psycotronics
    - Talos I exterior
    - Hardware labs
    ---------------------------------


    Mind without Limits:

    This quest will lead to an alternate ending once again. The solution here isn't as buggy as the previous two missions. However, some people get stuck and don't realize that they have to or must kill January the drone created by the male or female protagonist of the game which is Yu. Once you confront January and short dialogue scene will take place and you must kill January to get another ending.


    Perdition:

    Some players consider this to be one of the games bad endings or at least evil type karma endings. I don't want to spoil the final ending for you all. If you made it this far I gotta give a huge congratulations, as this was a tough game to beat. It's difficult has a large amount of bugs and very long loading screens! I hope you enjoyed and let's look forward to making more guides like this in the future! ( The End ).


    Weapons:

    The Wrench:

    This is the basic melee weapon of the game. It is the first weapon you will most likely acquire in you're play through of the game Prey. You can find it after waking up in you're apartment for the second time after walking out your apartment door. It will be on the dead body of the maintenance woman. Once you acquire it, know that it is rather useful for crushing mimics, especially after they are glued with the Gloo Cannon. It also has a nice finishing blow that deals some mighty damage.


    The Gloo Cannon:

    You can find this weapon after waking up in you're apartment for the 2nd time. It will be located on the body of Veer Singh. This is right before we enter the Neuromod division location. The weapon is also found pretty commonly as you progress throughout the game on various other dead crew members of the Talos I.

    This weapon is probably the seller weapon of the game, and most likely will be your most used piece of equipment. The weapon has tons of ammunition and can freeze or incapacitate many enemies in the game. The idea is too use this weapons blobs of Gloo to slow down and incapacitate the enemy. Afterward, you can follow up with a wrench attack or any other weapon of choice. It makes getting head shots much easier, because the enemy will be slowed or immobile. It may also do more or extra damage when enemies are glued.

    The weapon can also be used to solve puzzles in the game, or to get too other locations easier. For example in the Neuromod division, right before entering the Talos I lobby area. If you use the Gloo Cannon's glue to get too the second level of the area, you can find a Disruptor Gun on a corpse. It's just something too note when using this weapon. Remember, look up often in this game if all else fails and try forming a climbing path with the Gloo Cannon.


    The Disruptor Stun Gun:

    This weapon can be found as I mentioned previously by using the Gloo Cannon. Right before you enter the Talos I lobby, look up and you should see another floor. Use the Gloo Cannon to gain access to the second floor with whatever method you feel comfortable using. Next, head down too the right side of the hall. There should be a briefcase or a dead corpse. Regardless, the Disruptor Stun Gun is in this location. Be sure to acquire it, as it is a nice weapon too add to our arsenal.

    The weapon has a charge feature and uses batteries to recharge. Hold down the right trigger and it will charge a shot. When you release, electrical energy will arc forth and it will stun and damage enemies pretty nicely in a decent radius. This is useful for running away and zapping multiple enemies to find an escape route.



    The S4 Tactical Pump Shotgun:

    This is an awesome looking weapon and it packs a ton of punch, especially at close range. There are currently two variations I know about. The First is the margrave and I will talk about that in a few moments. The second is this S4 Tactical Pump Shotgun version. You can find this in the Neuromod Division on a corpse of a crew member named, Nash Underwood. Alternatively, this can be found in the security offices of Talos I, inside the main lobby area. The weapon looks very nice, and has one of the most unique ammo counters I have seen on a weapon in a long time. It's quite artistic and a really nice touch for a shotgun.


    The Margrave Shotgun:

    This weapon is only available if you have the pre-order and day one release version of the game. It is just a skin, but it is rather nice looking and quite interesting for the collectors out there. You can acquire this weapon only if you purchased the pre-order version of the game. Which means you will have had to pre-order either digitally or at a local store. Once you fire up you're game it will be located inside the safe at the main protagonist office area. This will take a few early quest until you can acquire the weapon. See our walkthrough for more information above.


    The Huntress Boltcaster:

    This weapon is a nice little crossbow variant that can be found at the sales area inside the Typhon I main lobby. Be sure to check behind Kelly Randolph's desk for the item. It can be a little hard to locate as you may need a few keycards. However, you can still get this weapon pretty early in the game. Inventory might be a problem though, so backtracking will be a bit necessary if you have too many items early on in the game.


    The Silenced Pistol:

    I found this pistol inside the teleconferencing center as I entered the area. It was located right on a crew members body near the entrance. The fabrication plan for it's basic ammunition was also in this same location. There are also many other areas where this gun can be located, so If you don't want to acquire it early, don't worry too much. The weapon itself is useful for being stealthy as you can get sneak strikes with it on many targets like phantoms. It has a unique design and ammo counter, similar to the shotgun/margrave. Overall a pretty nice looking and useful piece of weaponry in Prey.


    - Q-Beam
    - EMP Charge
    - Nullwave Transmitter
    - Artemis Pistol
    -------------------------------

    Collectibles:

    Chipsets:

    TranStar Uniform Chipsets:

    Adventurer's Toolkit v1.X: It increases the Fabrication yield, increased critical hit chance with Wrench, better flashlight, and the ability to crawl through tight spaces more efficiently.

    ARTX Propulsion Gen 2: It adds a jet boost to the Artax Propulsion System.

    ARTX Propulsion Gen 1: It increases the glide speed of the Artax Propulsion System.

    Backlash Reactor S-p58: The Backlash has a chance to deal some return-damage to the attacker.

    Battery Optimizer IMI7: It improves the battery life of the flashlight.

    Beam Shielding 19.4GHz: It decreases the damage received from the laser attacks.

    Care4Yu S-i34000x: It reduces the trauma infliction chances.

    Cell Refurb 00q-x1: It allows you to salvage additional Disruptor and Q-Beam ammunition from destroyed robots.

    D.F.A.: It allows you to damage allies and enemies by falling on them.

    EMP Shielding 19.4GHz: It allows you to receive less EMP damage.

    Etheric Shielding 19.4GHz: It enhances your resistance against Ether-based attacks.

    fSlide infBS_99: It decreases the damage received while sliding.

    Game Master's Ire v1.X: It is the exact opposite of the Adventurer's Toolkit v1.X and reduces all those effects.

    Grounding Resistor 19.4GHz: It enhances your resistance against Electric-based attacks.

    Heavy Gear Optimizer CRU: It increases your movement speed while aiming with the GLOO Cannon or Q-Beam.

    Hepatocytic Amp S-m186: It removes the drunken effects of alcohol.

    Impact Amp S-390: It makes Wrench attacks have a chance to knock back enemies.

    Impact Dampener CRU [v1]: It decreases damage taken from crashing during flight in zero-g.

    INTegral Structor b5nm: It increases your suit's resistant to environmental hazards that damage it.

    Kinesthetic Assister CRU: It allows you to regenerates stamina more quickly.

    Last Chance CoREV1: It allows you survive the life-ending attacks with 1 HP and has a five seconds cooldown.

    Leverage Assist CRU: It drastically decreases the time required to pick heavy objects.

    PolyShield CRU: It increases your defense against physical attacks.

    Prowl S-6400: It provides additional movement speed while sneaking.

    Radiation Shielding 19.4GHz: It provides radiation resistance.

    Recycler Shielding 19.4GHz: It provides a specialized shield that makes you immune to recycler charges.

    Thermal Shielding 19.4GHz: It provides resistance to fire damage.

    V-Amp .23: It allows your sneak attacks to refill a small portion of health.


    Psychoscope Chipsets:

    Aggressor Amp 1337Si: It slightly increases the damage of all Psi attacks.

    Coral Detector 64Si: It allows your Psychoscope to scan Coral.

    Coral Psi Extractor (*) 21.4GHz: It allows you to regenerate Psi by touching Coral.

    Electrostatic Amp +6qw5: It increases the damage of the Electrostatic Burst.

    ESP Targeting 163xf: It increases damage to marked enemies.

    FarScan 002Si: It increases the Typhon scan range of the Psychoscope.

    Fear Reactor 0322Si: It provides a small chance to trigger a Fear blast on nearby Typhon after killing a Typhon enemy.

    Fear Shielding (*) 21.4GHz: It increases resistance to Fear.

    Governor 1400Si: It increases the duration of Machine Mind and Mindjack Neuromod skills.

    Kinetic Amp +6qw5: It increases the damage of the Kinetic Blast.

    M3chT3ch dx_2.0: It reduces the repairing time.

    Mimic Detection Gen 1: It allows you to see the hidden Mimics.

    Mimic Detection Gen 2: It allows detection of hidden Greater Mimics.

    Nullwave Shielding (*) 21.4GHz: It shields the effects of the Nullwave Transmitter.

    Optimizer (Energy) 00100z: It reduces the Psi cost of Energy powers.

    Optimizer (Morph) 00100z: It reduces the initial Psi cost of Morph powers.

    Optimizer (Telepathy) 00100z: It reduces the Psi cost of Telepathic powers.

    Pistol Critical++: It increases the critical chance rate when firing pistols.

    Potentializer 23-0948Si: It increases maximum Psi pool by 50.

    Psi Reflect >(*)< rev609-1: It provides the chance to reflect a Psi attack.

    PsiV-AMP .24: It allows sneak attacks to restore a small amount of Psi.

    Psychoactive Charger S-i286: It slowly regenerate Psi over time.

    Psycholitic Converter =/~: It allows you to use your HP to cast powers when the Psi meter is empty.

    Psychoshock Amp +6qw5: It increases the amount of damage done by Psychoshock.

    Psychoshock Shielding (*) 21.4GHz: It grants resistance to Psychoshock.

    ReActivator x2t-00: It decreases the cooldown time of Psi powers.

    RecoverE++ 2094i: It enhances the regeneration rate of health.

    Shotgun Critical++: It increases the critical chance rate when firing the shotgun.

    SpeedScan 001Si: It decreases the amount of time needed to complete a scan.

    Superthermal Amp +6qw5: It increases the amount of damage done by Superthermal.

    Wrench Critical++: It increases the critical chance rate when attacking with a wrench.

    Zero Point Psi 19-03weOS: It provides a chance to cast a Psi power without any cost.


    Enemy Type Names:

    Mimic
    Phantom
    Voltaic Phantom
    Thermal Phantom
    Etheric Phantom
    Telepath
    Cystoid
    Weaver
    Poltergeist
    Nightmare
    Operator
    Technopath


    Neuromods:


    Scientist
    Engineer
    Security
    Energy
    Morph
    Telepathy


    Abilities:

    Mimic Matter
    Psychoshock
    Phantom Genesis
    Lift Field
    Kinetic Blast
    Remote Manipulation
    Superthermal
    Machine Mind
    Mindjack
    Backlash
    Repair
    Combat Focus


    Talos I - Locations:

    Your Apartment
    Neuromod Division
    Talos-1 Lobby
    Trauma Center
    Hardware Labs
    Psychotronics
    Arboretum
    Life Support
    Crew Quarters
    Deep Storage
    Cargo Bay
    Power Plant
    Bridge
    Shuttle Bay


    Trophies/Achievements:

    TranStar Employee of the Year – You acquired all the trophies.


    Gold

    I and Thou – You completed the game in the most empathetic manner possible.
    No Needles – You completed the game without ever acquiring any Typhon power or Human ability.
    Split Affinity – You completed the game once acquiring only Typhon Powers and again acquiring only Human abilities.

    Silver

    Do No Harm – You completed the game without killing any Humans.
    Missing Persons – You located all employees on Talos I.
    Press Sneak – You read all the emails on Talos I.
    Psychometry – You found and listened to all TranScribe recordings.
    Self-Incriminating – You found out what happened to Mikhaila's father and let her know.
    Brain Trust – You helped Igwe, January, and Mikhaila meet in your office.
    Gift to the World – You found Gustaf Leitner's Connectome for Dr. Igwe.


    Bronze

    I and It – You killed every Human on or around Talos I.
    Mimic Massacre – You killed (5) mimics in 5 seconds.
    Dead Calm – You killed an enemy while using Combat Focus.
    Mimesis – You mimicked a Mimic.
    Shapeshifter – You mimicked (20) or more unique objects.
    Know Thine Enemy – You acquired a Typhon power.
    Know Thy Self – You acquired a Human ability.
    Engineer – You repaired at least (20) objects on and around Talos I.
    Operator – You hacked at least (20) objects on and around Talos I.
    Deprogramming – You used Mindjack to free a mind-controlled Human.
    Tee One Up – You killed an enemy while they were Lifted.
    Escape Velocity – You blasted yourself as an object for at least 20 meters in normal gravity.
    It's Alive! – You created a Phantom using Phantom Genesis.
    Thoughts Can Kill – You used Psychoshock on a Human.
    Ball Lightning – You used Electrostatic Burst to drop two or more Operators at once.
    TranStar Gourmand – You consumed one of every type of food and drink on Talos I.
    Cold Dead Hands – You fully upgraded a weapon.
    Reduce, Reuse, Recycle – You used a single Recycler Charge to recycle at least 20 objects.
    Intrinsic Value – You recycled yourself.
    No Show – You died to helicopter blades on your first day on the job.
    Awkward Ride Home – You escaped Talos I aboard Dahl's shuttle with only Dahl.
    Push the Fat Guy – You killed Alex.
    Abandon Ship – You fled Talos I aboard Alex's escape pod before completing your mission.
    Dear Future Self – You found and listened to all the messages you left for yourself.
    Best Served Cold – You killed Luka and avenged Abby.
    Suicide by Proxy – You killed January.
    Open Says She – You used Danielle's voice samples to access Deep Storage.
    This Never Happened – You performed an apto-regressive neurotomy on Dahl.
    Facsimile – You met January for the first time.
    A Friend in Need – You recovered Mikhaila's booster shots and healed her.
    Prism Master – You read the entire Starbender series and don't regret it.
    The Gates of Hell – You completed the Shipping and Receiving objective and no human lives were lost.
    Adrift – You rescued Dr. Igwe from a cargo container.
    Black Market – You found all the smuggler's dead drops.
    You Rang? – You used the Psychotronics satellite to dismiss or summon the Typhon Nightmare.
    Makeup Exam – You returned to the Simulation Lab and completed the tests in Rooms A, B, and C.
    A Different Side of Yu – You scanned your Phantom Shift duplicate with the Psychoscope.
    Coffee Break – You found Dr. Calvino's secret stash.


    Video Guide [ Tomoch ]

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