Before it was acquired by the TranStar Corporation in 2030, the space station now known as Talos I had a long history, serving as a joint US/USSR research facility.
In 1963, a top secret Cold War negotiation culminates with Americans and Soviets working together on a research facility named Kletka. Kletka, Russian for “cage,” produces the skeleton and core of what will one day become Talos I.
After the attempted assassination of Kennedy, and Kruschev’s departure, the US pays for the rights to use Kletka as a testing facility. This period, known as Project Axiom, leads to many advancements in next-generation materials and bioscience fundamental to neural modification.
1980, geopolitical development results in a temporary hold on Project Axiom. After the unfortunate Pobeg Incident, in which two research scientists lost their lives, the Kletka facility is decommissioned and cleaned.
The TranStar board of directors is established in 2025. TranStar purchases and privatizes the Kletka facility with a focus on safety and state of the art upgrades.
In 2030, Talos I becomes fully operational, representing a monument of private space industry. The first Neuromod is released, allowing for dramatic enhancement to the human mind and body.
In Prey, movement is rather intuitive, especially if you’re familiar with the genre. There are five basic forms of movement: walking, running, sprinting, sneaking, and jumping. Walking is an upright form of movement, consuming zero stamina while generating minimal noise. Running is slightly faster, but produces more noise, potentially attracting nearby enemies. When speed matters most, break out into a full sprint to rapidly cover ground. Sprinting drains stamina and generates a significant amount of noise, prompting enemies to investigate. Reserve sprinting for desperate escape attempts, once you’ve already been spotted by enemies. While sprinting, drop to a crouched stance to initiate a slide. This is a stylish way to enter low ducts and other cramped spaces with low clearance. Moving while crouched is called sneaking. Sneaking is the slowest form of movement, but it’s also the stealthiest, making it more difficult for enemies to detect you. Make a habit of sneaking when enemies are near—this is particularly important if you’re unarmed or low on ammo. Jumping is sometimes necessary to reach high ledges or for vaulting over low objects.
Whether you’re armed or not, Typhon entities should be avoided at all costs. Any confrontation with a Typhon organism will likely result in injury—and that’s a best case scenario. Sneak around the station as frequently as possible to avoid giving away your position. When you spot an enemy, make note of the white, arc-shaped detection meter above them. This meter indicates how aware the enemy is of your presence. If the meter appears, it means the enemy is investigating, but hasn’t detected you. However, if the meter turns red, it means you’ve been spotted—take this as your cue to flee or fight. If you must eliminate an enemy, initiate the attack before you’ve been spotted, preferably by attacking from behind. By striking an unaware enemy, you gain a 150% sneak attack bonus. While such attacks are rarely lethal, they deal significant damage and allow you to finish off the enemy without consuming as much ammo.
The wrench is arguably the most versatile tool aboard Talos I. Not only can it be used to repair electrical junctions, turrets, and other mechanical objects, but it can also be wielded as a particularly effective melee weapon. Damage dealt by each strike of a wrench is dictated by the power of the swing—hold down the Attack button to wind-up for a powerful swing. Or simply tap the Attack button for faster, but weaker, melee attacks. Repeated swings will deplete your stamina, so make each hit count to avoid getting winded—stamina recovers steadily over time. The wrench can also be used to break items, such as display cases. This allows you to grab items behind glass, such as Neuromods and flowers.
The GLOO Cannon fires a proprietary foam-like substance which immediately hardens upon making contact with any object. As a result, this weapon has a variety of applications ranging from immobilizing enemies to creating climbable geometry, useful for reaching elevated areas. Fed by a canister, the weapon fires individual GLOO deposits in rapid succession—simply hold down the trigger to unleash a barrage of GLOO. Initially, the GLOO Cannon has very limited range, making it most effective in close quarters. Targeting Typhon organisms with GLOO greatly reduces their mobility, and in some cases, freezes them entirely, albeit temporarily. GLOO can also be used to smother damaged electrical junctions, temporarily preventing them from spewing arcs of lethal electricity—this buys you time to pass the hazard or conduct repairs.
The Silenced Pistol is the standard-issue duty weapon carried by all Talos I security officers. As a result, it is the most common firearm found on the station. The pistol fires suppressed 9mm rounds designed to harm (and potentially kill) human targets. However, the PPN has proven rather ineffective against the Typhon scourge—complaints of the weapon’s poor stopping power are common among surviving Talos I personnel. But what the pistol lacks in damage output it somewhat makes up for in stealth, rate of fire, and diminished recoil. The weapon’s integrated suppressor significantly reduces the audible report of each shot, ideal when attempting to avoid detection. Light recoil allows for quick and surprisingly accurate follow-up shots.
Life aboard a space station can get dull and repetitive. Enter the Huntress Boltcaster, a foam dart-firing toy gun which has garnered a huge following among Talos I’s crew. These colorful toy crossbows can be found scattered around the station, along with their FlexiFoam Bolt ammo. While not a serious weapon, the Huntress Boltcaster can still be useful for hitting buttons and touch-screens that are out of arm’s reach. If you prefer a stealthy approach while exploring the station, fire FlexiFoam Bolts to distract enemies, allowing you to sneak through infested areas undetected.
When it comes to close-quarter fighting, no weapon compares to the Shotgun. This is a standard pump-action tactical shotgun with a fixed, tubular magazine running beneath the barrel. Firing standard 12-gauge high-velocity shells, the weapon blasts lead shot over a wide area, dealing extreme damage at close range. However, damage drop-off is significant at ranges beyond a few meters. Furthermore, in its stock configuration, the weapon exhibits harsh recoil, making it difficult to keep the Shotgun on target when attempting a follow-up shot. Initially, the weapon also suffers from a relatively small magazine capacity and slow reloads—the weapon must be loaded manually, one shell at a time. Despite its shortcomings, the Shotgun is a top contender when it comes to taking down durable threats.
This is a unique electrical-based weapon capable of delivering an immobilizing jolt, effective against both organic and mechanical threats. Utilizing a compact, pistol configuration, the Disruptor Stun Gun is powered by replaceable batteries—search destroyed Operators for ammo. Hold down the weapon’s trigger to charge the weapon and watch the meter on the back of the pistol to determine when the weapon is fully charged. Once charged, release the trigger to fire a bolt of electricity. Initially, this weapon has extremely limited range, requiring you to get dangerously close to targets. Furthermore, the time it takes to charge the weapon makes it a liability during dynamic combat situations. Therefore, it’s best to use the Disruptor Stun Gun when sneaking up on unsuspecting enemies.
The Q-Beam is a powerful experimental weapon developed in Talos I’s Hardware Labs. While the weapon is somewhat unwieldly in this prototype state, there’s no denying its awesome power. Hold down the trigger to fire a green, concentrated beam of unstable particles into a target, eventually causing it to explode. While firing, make note of an enemy’s health meter at the top of the HUD. As an enemy takes damage from the Q-Beam, their health meter fills with green energy, representing the unstable particles filling their body. When the health meter is completely green, the target explodes. Initially, the Q-Beam Cells used to power this weapon are extremely rare. They can sometimes be found on destroyed Operators. So use the Q-Beam sparingly until you can fabricate your own Q-Beam Cells.
This gold-plated trophy pistol is essentially a modified version of the same PPN carried by Talos I security personnel. It benefits from slightly higher damage output and a shiny gold finish. Other than that, it performs identically to the Silenced Pistol. Once acquired, make this your primary sidearm and consider ditching the Silenced Pistol to save space in your inventory. Like the Silenced Pistol, this weapon is equipped with an integrated suppressor, perfect for staying stealthy.
The EMP Charge is a hand-thrown device with a time-delay fuse. It does not explode upon impact, allowing it be rolled or bounced off surfaces. Upon detonation, the charge emits a powerful electromagnetic pulse. While this pulse is completely harmless to organic entities, it wreaks havoc with electronic and mechanical equipment. This makes the EMP Charge ideal for temporarily disabling hostile turrets and Operators. The weapon is also effective against some Typhon, including the Voltaic Phantom and Technopath, temporarily preventing them from using their abilities.
Ongoing research in the Ballistics Lab (within the Hardware Labs) has led to the development of this unique and devastating weapon capable of converting objects into organic, mineral, synthetic, and exotic material fragments—think of it as a pocket-sized Recycler. Upon detonation, the Recycler Charge creates a miniature singularity, pulling nearby objects towards its center before exploding in a blinding light, leaving behind various material fragments. The singularity created by this device is powerful enough to pull in small objects and enemies, like Mimics, Cystoids, and Greater Mimics. But objects and enemies with greater mass can often escape the singularity’s pull. Still, the resulting explosion has a large blast radius, breaking down anything caught within. Needless to say, exercise extreme caution when tossing these devices, particularly when operating near allies and friendly turrets—they have a tendency to bounce, so make sure it doesn’t bounce back at you.