![]() ![]() Once the Nullwave Transmitter is in place, Alex will call and invite you up to the bridge to trigger it. It’s the same room where you found your way into GUTS the first time. You’re just trying to get to the grav lock on the other side of the chamber. You’re not doing anything in these rooms. Regardless of how you handle it, it’s in your interest to end this fight fast - you’re starting off outnumbered and it’s only going to get worse - so don’t be stingy with your charges or ammo.Ĭontinue past Labs A and B, then turn into either the Materials Extraction or the Live Exam room. If you’ve got the ammo, the Q-beam will tip this fight in your favor. The atrium has some tendrils, a phantom and a weaver waiting for you. Head through the decontamination airlock and take the grav lift up to the Psychotronics atrium. Head all the way back through Psychotronics, through the security checkpoint and the Clean Room where you picked up the psychoscope. ![]() The Apex Typhon has its tendrils everywhere, so you’re going to have to be on your toes - the shotgun works wonders against the tendrils, by the way. The Heart of the Coral is on the satellite you encountered (saw, but probably didn’t get close to) during " Detour." Head to the Talos 1 Lobby, then into Psychotronics. Alex will call when you have it in hand and tell you to place it at the "Heart of the Coral." You can’t just put the Nullwave Device just anywhere. Get to a fabricator - there’s the one at the GUTS entrance to the Arboretum if you’re in a hurry - and make it. You already have the plan - Alex gave it to you while he explained himself at the end of " The Keys to the Kingdom." Fabricate the prototype Nullwave Device It does kind of assume that all future containment protocols will be successful, so maybe this is better described as the "optimistic" ending. This is the least destructive ending, so we guess that makes it the "good" ending. Manufacturing, placing and triggering this device will bring you to the end of the game. You, as Morgan, designed a supercharged Nullwave prototype that is capable of knocking out all of the typhons in and around Talos 1. And it is technically an ending to the game, so … congratulations? A Mind Without Limits (the "good" ending) This will earn you the Abandon Ship achievement/trophy. Use your GLOO cannon to give yourself footholds along the metal girders. (Google tells us these are called pergolas, but we’re pretty sure that’s a made-up word.) Get to the roof of the "pergolas" and turn toward the escape pod. Climb up to the roof, then look for the wooden shelter-things. If you haven’t maxed out your hacking, or you just like a challenge, you can use your GLOO gun instead. If you have hacking 4, you can use Alex’s computer to lower a bridge from the escape pod to the roof of Alex’s office. You have two ways to get to the escape pod. ![]() Head back to Alex’s office in the center of the Arboretum. This is (again, arguably) the bad or evil ending. Depending on other choices you’ve made, some survivors might escape - you can even escape. Talos 1 is destroyed along with the typhons, research and neuromods. Perdition: This is the nuclear option ending.It preserves the station, the research and knowledge contained therein and anyone left alive. A Mind Without Limits: This ending involves knocking out - but not killing - all of the typhons in and around Talos 1.This is the only way to complete the "Escape Talos 1" objective in the "Who is December?" optional objective. If you abandon your mission by taking Alex’s escape pod before completing either "A Mind Without Limits" or "Perdition," you will, technically, arrive at an ending. Who is December? > Escape Talos 1: You can just give up.Your choice is about how you leave the game world. This means you can do all of the work of each without making that final decision. Both of these objectives end in the same place - the Talos 1 Bridge - and you can complete all of the tasks except for the last one of each (push the button) without locking out the other. Or, rather, a save-the-research versus blow-it-all-up ending. Prey's multiple endingsĪt the end of Prey, the two objectives you have in your queue correspond (broadly) with a good versus bad ending. In this guide, we'll show you how to get them all. Then again, this is Prey, where nothing is quite as it seems. These choices take the form of the final two missions of Prey, "Perdition" and "A Mind Without Limits." These objectives are mutually exclusive - finishing one makes the other inaccessible - for reasons that will be clear (hint: one involves explosions). You’ve just got to decide how you want Prey to end. After the end of Prey’s " The Keys to the Kingdom" and its associated missions, you’re effectively at the end of the game. ![]()
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