Prey (2017) is an immersive sim set aboard Talos I, a space station orbiting the Moon that's been overrun by shape-shifting alien organisms called Typhon. As Morgan Yu, you choose between human abilities and alien Typhon powers via Neuromods, fundamentally changing how you approach every encounter and puzzle. The entire station is an interconnected open world you can explore in any order, with multiple solutions to every obstacle. The GLOO Cannon alone enables dozens of creative approaches by creating platforms, blocking hazards, and immobilizing enemies.
This guide covers everything you need: core mechanics, the best characters, weapons worth investing in, location progression, and the tips that actually make a difference.
Core Mechanics
Neuromod skill trees
Neuromods split into Human (Scientist, Engineer, Security) and Typhon (Energy, Morph, Telepathy) trees. Human skills improve hacking, repair, combat, and stealth. Typhon skills grant alien powers like Kinetic Blast, Mimic Matter, and Mind Jack. Installing too many Typhon mods triggers turret hostility and affects the ending.
GLOO Cannon physics
The GLOO Cannon fires expanding foam that sticks to any surface. It immobilizes enemies, plugs fire hazards, blocks gas leaks, and most importantly creates climbable platforms. You can GLOO a path up any wall or across any gap, making it the ultimate exploration tool.
Typhon mimicry
Mimic Typhon disguise themselves as everyday objects — cups, chairs, boxes. Any object that moves or seems out of place might be a Mimic. The Psychoscope reveals hidden Mimics with a scan pulse. Later, you can gain this power yourself to become any small object.
recycler economy
The Recycler machine breaks down any item into raw materials (Mineral, Synthetic, Exotic, Organic). Recycler Charges are portable versions that create a mini black hole consuming everything nearby. Fabricators then use materials to craft ammo, Neuromods, and equipment.
station exploration
Talos I is a fully connected space station with multiple paths between areas. Locked doors can be bypassed with hacking, keycards, GLOO platforming, alternate vents, or Mimic Matter (shrink into a coffee cup and roll through gaps). No obstacle has only one solution.
Characters Overview
| Role | Tier | Playstyle | Key Stats |
|---|---|---|---|
| Human Only Build | S | Hack every terminal, repair broken turrets as allies, throw objects and use conventional weapons. | Hacking 4, Leverage 3, Repair 3, Combat Focus 2 |
| Typhon Psionics Build | S | Obliterate enemies with Typhon powers, manage Psi resource carefully, avoid turrets. | Kinetic Blast 3, Psychoshock 2, Mindjack 2, Psi Pool |
| Engineer Build | A | Repair and deploy turrets everywhere, hack systems, let automated defenses do the fighting. | Repair 3, Hacking 3, Materials Expert 2, Suit Modification 2 |
| Stealth Build | A | Sneak past what you can, ambush what you can't, use Mimic Matter for creative bypasses. | Sneak 3, Combat Focus 3, Hacking 2, Mobility 2 |
| Combat Hybrid | A | Mix conventional weapons with Typhon powers, adapt approach based on enemy type. | Kinetic Blast 2, Combat Focus 2, Physician 2, Firearms 2 |
Human Only Build (S-Tier): Avoids all Typhon Neuromods, keeping turrets friendly and enabling the best ending outcomes. Focuses on Hacking, Repair, and Leverage for combat. Surprisingly powerful since Leverage lets you throw heavy objects for 100+ damage.
Typhon Psionics Build (S-Tier): Goes deep into Typhon powers for devastating combat abilities. Kinetic Blast one-shots most enemies, Psychoshock disables Typhon powers, and Mindjack turns enemies into allies. The cost: turrets attack you on sight and the ending is affected.
Engineer Build (A-Tier): Maximizes Repair and turret manipulation. Every broken turret becomes an ally, every jammed door opens, and the Fabricator produces items at reduced cost. The safest build that turns the station itself into your weapon.
Stealth Build (A-Tier): Combines Sneak, Combat Focus (bullet time), and Mimic Matter for avoiding or ambushing enemies. Can bypass most encounters entirely. Combat Focus with the shotgun enables devastating ambushes against unaware Typhon.
Combat Hybrid (A-Tier): Takes select Typhon powers (Kinetic Blast, Psychoshock) while investing in Human combat skills. A balanced fighter who can handle any encounter. The turret hostility threshold is manageable with limited Typhon investment.
For full build breakdowns with gear and stat priorities, see our Prey builds guide.
Weapons Guide
| Weapon | Why It Matters | Best For |
|---|---|---|
| GLOO Cannon | Fires expanding foam that immobilizes enemies, blocks hazards, and creates climbable platforms. | All builds |
| Q-Beam | Directed energy weapon that deals continuous damage in a beam. | Typhon Psionics, Combat Hybrid |
| Psychoscope | Head-mounted scanner that reveals Typhon weaknesses, hidden Mimics, and unlocks Typhon Neuromod abilities. | Typhon Psionics, Combat Hybrid |
| Shotgun | High damage per shot at close range. | Human Only, Stealth Build |
| Wrench | Your starting melee weapon. | Engineer Build, Stealth Build |
GLOO Cannon: Fires expanding foam that immobilizes enemies, blocks hazards, and creates climbable platforms. Immobilized enemies take bonus damage from all sources. Never leave home without it — it trivializes exploration and makes combat far safer.
Q-Beam: Directed energy weapon that deals continuous damage in a beam. Deals increasing damage the longer it stays on target, eventually causing enemies to explode. Uses Q-Beam Cells (3 shots per cell). Exceptional against Telepaths and Technopaths.
Psychoscope: Head-mounted scanner that reveals Typhon weaknesses, hidden Mimics, and unlocks Typhon Neuromod abilities. Scanning a Typhon type to 100% reveals its abilities for purchase. Essential for any build that plans to use Typhon powers.
Shotgun: High damage per shot at close range. Two-shots basic Phantoms when fully upgraded. Ammo is craftable at Fabricators using Mineral material. The go-to weapon for Human-focused builds. Combat Focus (bullet time) + Shotgun is one of the strongest combos.
Wrench: Your starting melee weapon. Deals low damage but costs no ammo. Upgraded with Neuromods it becomes viable against Mimics and weakened enemies. Sneak attack multiplier with the Wrench deals 5x damage. Zero-cost option for conserving ammo.
Location Progression
| Location | Level Range | Key Rewards |
|---|---|---|
| Talos I Lobby | Early Game (First Visit) | First Fabricator access, Neuromods, multiple keycards, story terminals |
| Psychotronics | Early-Mid Game | Psychoscope, Typhon power access, Q-Beam, containment lore |
| Arboretum | Mid Game | Alex Yu's office items, large Neuromod cache, crew quarters access |
| Deep Storage | Mid-Late Game | Story revelations, Danielle Sho's quest, significant Neuromod stash |
| GUTS | Mid Game | Station shortcuts, hidden supply caches, zero-G combat experience |
Talos I Lobby: The central hub connecting most station areas. Contains the first Fabricator and Recycler you'll access. Multiple locked areas reward return visits with better hacking skills. The volunteer quarters above contain Neuromods and lore.
Psychotronics: The Typhon research lab where experiments on captured aliens took place. The Psychoscope is found here, unlocking Typhon Neuromod access. Contains containment cells with live Typhon specimens and the first Telepath encounter.
Arboretum: A massive biodome with trees, a greenhouse, and open spaces. Contains Alex Yu's office with critical story items. One of the largest areas with multiple floors and hidden paths. The Nightmare Typhon frequently spawns here.
Deep Storage: Data archive facility with a voice-locked door requiring a specific passphrase. Contains critical information about the Typhon outbreak's origin. Heavy Operator enemies patrol the halls. Multiple audio logs reveal major story twists.
GUTS: The zero-gravity maintenance tunnels connecting distant parts of the station. Navigation is disorienting without orientation cues. Contains Cystoid nests that explode on proximity. A shortcut between major areas once you learn the layout.
Tips That Actually Matter
- Scan every new Typhon type to 100% with the Psychoscope before killing it — you only unlock their Neuromod abilities through complete scans.
- The GLOO Cannon creates permanent platforms. GLOO the outside of Talos I during spacewalks to reach any airlock, bypassing entire sections of the station.
- Recycler Charges create a mini black hole that consumes EVERYTHING nearby — items, enemies, and you. Throw them, don't place them at your feet.
- Leverage 3 lets you throw heavy objects dealing 100+ damage. Oxygen tanks thrown at Phantoms are more ammo-efficient than most weapons.
- Turrets become hostile at Typhon Neuromod thresholds: 1-3 Typhon mods is safe, 4+ triggers hostility. Plan your build around this cutoff.
- Mimic Matter lets you become a coffee cup and roll through tiny gaps — this bypasses almost every locked door in the game if there's a vent or gap nearby.
- The Huntress Boltcaster (toy crossbow) triggers computer buttons and environmental switches from a distance. It costs zero resources and unlocks multiple shortcuts.
- Fabricate Neuromods early and often — they cost 1 Exotic, 1 Mineral, 1 Synthetic each. Recycling junk from offices produces enough materials for 2-3 per area.
- Combat Focus (Human skill) slows time by 60% for 8 seconds. Combined with the shotgun, you can kill a Phantom before it finishes its attack animation.
- Save before installing your 4th Typhon Neuromod. After this point, every turret on the station becomes your enemy — make sure you're ready.
Common Mistakes to Avoid
- Ignoring the GLOO Cannon because it doesn't deal damage directly — it's arguably the most powerful tool in the game for both combat and exploration.
- Installing Typhon Neuromods without understanding the turret hostility threshold at 4+ Typhon mods, suddenly turning every turret against you.
- Recycling unique items or keycards — some items are needed for quests or access and can't be re-obtained. Only recycle clearly marked junk.
- Fighting the Nightmare Typhon early instead of running — it's a massive bullet sponge that wastes resources. Hide for 3 minutes and it despawns.
- Not exploring thoroughly and missing Neuromods hidden in offices, corpses, and safes — there are over 100 Neuromods in the environment.
Frequently Asked Questions
Is Prey (2017) related to the original Prey (2006)?
No. Despite sharing the name, they are completely different games by different studios. Prey 2017 by Arkane Studios is an immersive sim set on a space station, while the 2006 game was a linear FPS with a different setting and story.
Does Prey have multiple endings?
Yes, multiple endings based on your choices, which NPCs survived, and how many Typhon Neuromods you installed. The final choice is binary, but the post-credits scene varies based on your cumulative decisions throughout the game.
Is the Mooncrash DLC worth it?
Absolutely. Mooncrash is a roguelite mode set on a lunar base with 5 characters to escape. It adds 15-20 hours of content with randomized runs and permanent upgrades. Many consider it better than the base game.
How long is Prey?
A thorough first playthrough exploring most of the station takes 20-30 hours. Speedrunners complete it in under 10 minutes using GLOO platforming. Multiple playthroughs with different Neuromod builds are encouraged.
What to Read Next
- Best Prey Builds — Detailed breakdowns with gear, stats, and playstyle guides
- Prey Tier List — Current meta rankings
- Prey Walkthrough — Step-by-step progression from start to endgame
- Prey Beginner's Guide — First session essentials
- Prey Tips & Tricks — Advanced strategies and hidden mechanics



