Prey
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Prey for Death Mod on Nightmare
By OperatorSkillet
A guide for the Prey for Death mod. This mods add new enemies and weapons and much more, making things much harder. This is a In-depth look at how to survive nightmare mode with all survival options enabled.

This guide is based off of version 1.8.2, however, 90% of this guide will apply regardless of what version you are on and I will update the guide as the mod is updated

Discord: https://discord.gg/yn5usYFNSp
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Intro
Preysouls is a hardcore expansion mod made by Coyotekins. The mod adds many new enemies and weapons and other changes. such as
-Limited saving
‍ ‍ -A new save is created each time a new area is loaded
‍ ‍ -Auto saves every time you enter Morgan/Alex's office and the cargo bay office
‍ ‍ -New save items can be consumed at security stations to save your game
-Enemies
‍ -Phantom types
‍ -Mimic types
‍ -Weaver types
‍ -Reworked Nightmare
-Turrets
‍ -Ravager
‍ -Flamethrower
-Weapons
‍ -Laser assault rifle
‍ -Gauss rifle
‍ -Psychostatic Cutter
‍ -Base weapon variants
-New roaming AI
‍ ‍ -Phantoms can now wander through load points and around the map.
-Limited crafting
‍ -More expensive
‍ -Nearly every item has a limited amount of licenses to craft. More will need to be looted to craft more.
-Solar Storms
-Abilities
-Random quest loot locations
-New quest
-And more



The first part of this guide will give you some general and specific tips on how to survive. The second part will give you details about every location on Talos one and some end-game quests. Also, there may be differences in areas later on in the game from the guide because of branching paths, such as different enemies. Because of this, it is recommended you follow the guide's path through the story.

This guide is based on version 1.8. However, 90% of the guide will be usable regardless of the version.
Basic Tips (Part 1)
-Recycle everything
You will be using a lot of ammo and medkits to survive. Unfortunately for you, all recycling has been halved and things cost a lot more! Organic material seemed to be the hardest to get so make sure you grab all the flowers and food you can and recycle them. Oh but keep every single EMP grenade you get your hands on!

-Lock doors
Enemies now roam and can walk through load points, because of this they will sneak up on you a lot and wander into NPCs. So unless you want your NPCs to die, lock them in a room. This also prevents them from walking out into the middle of the fight if they are frightened.

-Spare parts
Collect every spare part you can and never recycle them. Never recycle weapons you find but instead deconstruct them into parts that can be used to repair your gear, doors/panels, and most importantly, your turrets. Without turrets completing this game will be nearly impossible, a great deal of the enemies you will "kill" will be leading them into turrets.

-Loot later
Clear the area of all enemies and complete the main objective and save. Only then you should start looting the area as looting over and over will get very boring and frustrating.



Safe Rooms
Despite their power, turrets are easily flanked and tipped over or turned around. Because of this, we need to make a safe room for you to retreat to where all your turrets are located. Usually, it'll be rooms that you can lock or more commonly a place where you set up turrets to kill any Typhon that enters. In each area, you'll want to create a safe room/kill box, especially in the early game where you can be destroyed by simple phantoms and even mimics.

Each area has a safe room that I'll go over later, some areas have a very secure room while others are dangerous regardless.
Neuromods
Thinking of doing a no-needle run? Ha, good luck. Neuromods are essential to your survival, to better weapons, better loot, and resources, to allowing you easier access to areas. The upgrade tree has been reworked with new powers and different branching paths. Neuromods are also now much more expensive which makes choosing which ones you get much more meaningful.



-Early Game - Get as soon as possible
-Mid Game - Get between Arboretum and when Dahl arrives
-Late Game - Get anytime afterwards

-Useless - Don't get unless you plan to upgrade from it
-Useful - Useful in ways that are more specialized and will help now and again
-Beneficial - Things that will help you throughout the game
-Required - You should absolutely have this by the indicated time if not before.



-Repair
‍ -Repair I - Required - Early Game
‍ -Repair II - Required - Early Game
‍ -Repair III - Beneficial - Whenever
Repair is thee most important ability you can get as it allows you to repair turrets which is your main weapon in the early game. Repair I allows you to fix basic objects like grav shafts and fabricators/recyclers, and allows you to repair weapons which will happen often. Repair II is what you are really after allowing you to repair your broken turrets. Despite how good they are, they will eventually be broken down and need repairs. This also allows you to repair operators which is useful for when the military operators come into play and allows you to repair those annoying electrical junctions. Repair III allows you to fortify turrets making them twice as strong and needing repairs less often. Each level also increases the efficiency of spare parts for repair and the amount that suit repair kits heal.



-Hacking
‍ -Hacking I - Nearly Useless - Early Game
‍ -Hacking II - Highly Beneficial (Required by 3 Typhon mods) - Early Game
‍ -Hacking III - Useful - Mid Game
‍ -Hacking IV - Extremely Beneficial - Late Game
This ability allows you to hack doors, computers, and safes as well as enemies such as turrets and operators. Hacking I has nothing special and only allows you to unlock level-one hackable objects. Hacking II will allow you to hack turrets which is extremely good if you decide to use Typhon powers. Hacking III will allow you to hack corrupted operators back to your side if you manage to sneak up on them and will allow you to open up a majority of the safes and doors around Talos I. Hacking IV will allow you to hack military operators which will allow you to build yourself an entire army and allow you to open up the best safes in the game with very good loot.



-Toughness
‍ -Toughness I - Beneficial - Mid Game
‍ -Toughness II - Beneficial - Late Game
‍ -Toughness III - Beneficial - Late Game
More HP is good what can I say?



-Gunsmith/Lab Tech
‍ -Gunsmith I - Highly Beneficial - Early Game
‍ -Gunsmith II - Highly Beneficial - Mid Game
‍ -Lab Tech I - Highly Beneficial - Early Game
‍ -Lab Tech II - Beneficial - Mid Game
Gunsmith and Lab Tech are very useful abilities as they will allow you to use your guns more efficiently and use up less ammo and resources. They are also required if you want to make your stun gun even more powerful which is the best weapon in the game, especially for this mod.



-Leverage/Remote Manipulation
‍ -Leverage I - Beneficial - Early Game
‍ -Leverage II - Useful - Mid to Late Game
‍ -Remote Manipulation I - Useful - Mid game
‍ -Remote Manipulation II-III - Nearly Useless - Anytime
‍ -Leverage III+Remote Manipulation I-III - Beneficial - Late Game
Leverage+Remote Manipulation is a very dangerous combo. Being able to throw any object around you dealing upwards of 150 damage and knocking down enemies while also being shielded by said object cannot be underestimated. The only downside is that it can sometimes be inconsistent and phase through the Typhon, there may also be areas lacking in heavy objects to throw.



-Mimic Matter
‍ -Mimic Matter I - Very Useful - Early Game
‍ -Mimic Matter II-III - Useless - Anytime
Mimic matter is a small but important power allowing you to get into areas you wouldn't have been able till later or not at all. This will allow you to get the Q-Beam early.



-Firearms/Firearm Crit Chance/Beam Weapon Damage
‍ -All - Very Beneficial - Anytime


Any type of Typhon combat ability. You will find plenty of Psi hypos so using a Typhon ability can save you tons of ammo. Kinetic blast has a very fast, hard-hitting AoE attack that is very useful against groups and small to medium enemies. Psychoshock does less damage but is much more useful against specialized enemies such as the tech/telepath as it will disable nearly if not all of their attacks rendering them defenseless. Superthermal is best suited for big hard-to-kill enemies such as volt phantoms or nightmares which are very tough. But it's up to you what power you get. Just make sure to have hacking level II by the time you install the third one.

Environmental Hazards
Solar Storm
A Solar Storm will periodically hit the station causing radiation to pour into Talos i. This will happen around every 45 minutes or so and will last a couple of minutes. During this time all lights in the station will be shut off leaving you in near pitch-black darkness, only the sun will light your path. However this is false hope, any room with a large window will now deal an insane amount of radiation damage killing you in seconds if you aren't in a safe area. Just because you are in a dark room away from the sun doesn't mean you are safe, during these events, Solar Hunters have a very rare chance to spawn in the end game. These are thee most deadly phantoms in the game.

Station Hazards
Each room has a random chance to have a randomly assigned hazard in them that will force you to take a different approach each time you play, these include

Unpowered doors
Door can spawn in unpowered and you will need leverage III to get through or find another way around.

Gas
These rooms will be filled with gas (Need more info)

Nullwave containers
these nullwave containers emit nullwave that will disable any psi abilities, this includes you as well as typhon. Use these to your advance and set them up in strategic spots.

(Needs more info)
Assassination Quest
Assassination targets are one of the brand-new features of the mod. It allows you to track down a target that is spawned in a random area and kill it for a very decent amount of loot that will spawn in your office safe. The quest can be initiated at your computer terminal in your office. The further the target is from the office the better loot that will be granted from it and can be done as many times as you like.

The possible targets are
-Phantoms
-Technopath
-Telepath
Stun gun
This weapon, this gun is the single most important thing you could have. This gun at max and a wrench can defeat any enemy in the game. Upgraded this thing can shoot very fast and can stun enemies for around 9 seconds. The first thing that you should upgrade is the shots upgrade. This will allow you to fire more shots before reloading but also use less ammo on each shot. Normally it uses 25 ammo per shot but with this upgrade, you can reduce that by over one-third to just 7 ammo per shot. Power increases the stun time and damage to electronic enemies and well range is range. I would suggest getting the range upgraded at least twice. The recharge rate can be done last if you know how to use this thing but an upgraded one can shoot 4 times a second.
Turrets/Military Operators
Everyone needs a best friend, in prey, turrets are just that. On your first preythrough on the base game, you may have thought turrets were worthless garbage, and you'd be right. However, I would not have been able to complete PreySouls if it had not been for these turrets.
There are four turret types in the game and I'll go over how each one plays and where you should place them

Base turret
-lowest DPS
-Normal Range
-These turrets should be placed fairly close to the entry point of your saferoom and should take the bulk of the damage as they are the weakest turret and should be a shield for the other turrets

Flamethrower turret
-Very High DPS
-Low range
-These turrets should be placed as close as possible to the entrance since they have the shortest range. These are very effective at killing enemies very quickly and should be placed in a corner just around the door to the room. (Cannot damage Thermal phantoms)

Ravager turret
-High DPS
-Long range
-Burst fire
-These turrets fire in a burst pattern and seem to be effective against mid-tier enemies. They will stop firing for some time and therefore are best against low HP enemies such as mimics or some phantom types and should be placed in the back.

Turrets can now have a random condition that they spawn in with. So a turret that is usually broken may be at half or full HP while a turret could spawn broken when normal is good to go.

Military Operator
Military Operators are the best thing you could have ever wished for, firstly they distract the Typhon allowing you to go unnoticed. They are pretty powerful and just a few of them can kill Phantoms with ease. They have low damage but fire at a very fast and consent rate so if multiple operators are shooting you, you will be melted very fast. Thankfully with the help of the stun gun, you can hack them very easily and make your own personal army under your command. In Shuttle Bay, I was able to get a full 10 Military Operators on my side as well as turrets making it the safest area on Talos I.

Med, Eng, Sci
If you are playing with traumas enabled you should keep them alive at all costs! Typhon will now attack you operators and to add to that you only get one! The medical operator will heal any trauma you have and when medkits are scarce and damage is high they are the best way to heal yourself.
Enemies
Mimics
-Normal/Greater
The normal and greater mimics will now attack much faster and they will also dodge your attacks more often making them much harder to deal with them with a wrench.
The best way to deal with them is still a good hit with a wrench and glooing the greater mimics.

-Volt/Pyro
These new mimics, much like their older cousin phantoms, have fire and volt attacks, the thermal mimic can easily set you on fire giving you burn trauma, while the volt mimic can disable your weapons for a short period and make short work of operators and turrets. They also have the ability to move at a faster pace than normal.
The best weapon to use is a shotgun against them as they are fast and hard to hit and quite tough for a mimic, the pyro mimic is also immune to gloo.

Reaver
These mimics have pretty standard health with the added benefit that they can now shoot at you much like normal phantoms. This attack can catch you off guard as they can do both their normal melee attack and the projectile attack at the same time. Reaver mimics may also be summoned by Etheric phantoms.
Any means can be used to kill these guys, but stunning or glooing will prevent them from attacking and double hitting you.



Phantoms
-Normal
Your basic phantom, unchanged other than the new AI and basic stat buffs.
They are easy to hide from and easy to kill (if you know what you are doing). Simply Gloo or stun then wack with a wrench to defeat them.

-Voltaic
Probably the hardest vanilla phantom in the game. Immune to your stun gun, can disable your turrets in a single hit, has an electric aura around it, and can shoot projectiles while being one of the toughest phantoms.
The easiest way to deal with these guys is to emp them and then use a shotgun or Q-beam to take them out

-Thermal
Has a new flamethrower attack so it's best not to get close to this guy.
His slow-moving and slow-attack nature makes him perfect for the Q-beam to take out. One of the easiest phantoms to deal with in open areas

-Etheric
Has a new acid-spitting attack much like the Thermal Phantom's flamethrower attack which shreds your armor and weapons durability. That combined with its fast-moving nature and its habit of getting close to you makes it a very lethal phantom. The Etheric Phantom also has a new ability to summon a reaver mimic which is capable of launching a projectile at you.
Stay at range and use a null wave device, this phantom love teleporting a lot, and it tends to teleport behind your turrets so unless you have a bunch they won't be much help.

-Blood
The Blood Phantom has red glowing eyes with the core of its body being a dark red color. It is the most deadly natural spawning phantom of them all. They are pretty tough and deal great amounts of bleed damage as they have a triple shot attack which has the ability to kill you at a full 300 HP with 100 armor if all three shots hit you.
The best way to deal with them is in close quarters with a stun and shotgun or lead them into an ambush and let the turrets do the work for you

-Solar
A completely yellow glowing phantom, impossible to miss or mistake for another phantom. The Easiest Phantom in the game. This phantom does very little projectile damage but instead inflicts high amounts of radiation damage. When close, this phantom will release an aura of radiation similar to the voltaic or thermal phantoms aura dealing massive amounts of radiation so keep your distance!
A very easy enemy that can be dealt with in almost any way. If you are already radiated then the only danger this phantom poses is its melee attacks.

-Prowler
A green and purple glowing phantom with translucent areas of the body. The Prowler Phantom is the most specialized phantom, being completely resistant to ballistic weaponry means only energy-type weapons can deal damage to it, this includes fire damage, Q-beam, laser assault rifle, gauss rifle, and Typhon abilities. Its projectile attack is a form of psychoshock which disables any psi-abilities making it even harder to deal with as most powers can hurt him.
The best way to deal with them is psi-abilities as most of your weapons won't do any harm to it, just make sure not to get hit by its attack! If you do then the laser rifle or Q-beam should do the trick.

-Hunter
A completely dark phantom with no discernible colors can easily be mistaken for a regular phantom though is much darker. Having no projectile attacks this typhoon is very deadly up close. Having a different AI than the other Typhon, he can be very crafty when and where he attacks. This Typhon will attempt to surprise you with its attacks and conduct hit-and-runs to make dealing with him as hard as possible.
With the lack of a long-range attack, the best way to deal with this Typhon is to sit in a safe spot and shoot him from a distance, however, his new AI can make this difficult as he doesn't tend to stay around very long. The stun gun is your best bet.

-Chameleon
This phantom is completely invisible while walking around and can easily surprise you if you aren't careful. When attacking it will be partially visible with black spots outlining where he is. The particles of the ranged attack still appear when charging his shot so use this when trying to find where he is. The chameleon phantom will make a noise similar to the poltergeist alerting you when one is around
The best way to deal with them is turrets, as turrets can still identify and shoot at these Typhons without trouble. Lure them into one of your safe rooms and have the turrets deal with them.

-Solar Hunter
Looks like a hunter but is bigger and has more tendrils sticking out of it. Has a very low chance to spawn during solar storms, they spawn in packs of 6-8. They are very fast and aggressive, getting right up into your face. They act much like hunters, however, they also have a ranged attack that launches 3 projectiles at you. Find a safe spot where they can't hurt you and have a turret, these guys are very tough and will use up all of your ammo if you try and fight them yourself.

-Cystiod
A tall black phantom with orbs growing out of its shoulders. This phantom can spawn in cystiods much like a weaver. It also has a normal range and melee attack like any other phantom but with much more health.
Keep you distance and kill him from afar.
Enemies (Continued)
Telepath, Technopath, Weaver
-Telepath
The Telepath is arguably the hardest enemy in the game, with its mind-controlled humans that can one-shot you, to its constant barrage of projectiles that prevent psi-abilities, and its close-range shock wave that will blast you back this is a very dangerous Typhon. Nothing much has changed about this typhoon other than the usual stat buffs.
The best way to deal with this typhoon is a null wave grenade, clear out all the mind-controlled humans, and once affected by the null wave becomes completely defenseless with no attacks whatsoever. From there use the Q-beam, Shotgun, or Laser Assault Rifle to deal with it.

-Technopath
The Technopath is a very dangerous creature, with hard armor and high health, turrets that can cause massive damage to you (prey it doesn't have a laser turret), to its shock orb that it can spawn on you, this Typhon has many ways to melt you very fast and can take quite a few hits before going down. The technopath also has a new projectile emp attack.
Simply EMP this enemy, and all the turrets should be disabled or destroyed, and its only attack should be rendered useless. The stun gun with max power should do massive damage to the technopath and keep it stunned unable to attack easily killing it.

-Weaver
The Weaver now has a new direct projectile attack similar to a phantoms projectile attack, he is still able to spawn cystoids and apply the fear debuff to you upon taking damage. All of this combined makes him one of the most annoying enemies to deal with
Simply use the Q-beam on him as this will not cause the fear debuff to be applied and can kill him very quickly
‍ ‍ -Cystoids
‍ ‍ No changes here. They will swarm you in groups so stay back
‍ ‍ Use the Huntress Boltcaster or Gloo Gun to kill these little guys to conserve ammo for the real
‍ ‍ threats.

-Solar Weaver
Only spawns in space, there isn't a way to tell the difference between the two until you are close enough to see its health bar. A much tougher version of the weaver, this solar weaver will launch three projectiles at you dealing radiation damage. He fires very quickly so make sure you have something in between him and you if he sees you.

Nightmare
-Hell's guardian
The Nightmare is almost a new enemy, moving much faster with an improved AI, being able to summon cystoids and blood phantoms, and having almost every Typhon power in the game including; a long-ranged ether attack, shock orb, thermogenesis, lift, rapid firing projectiles, and a barrage attack that will fire multiple types at once. With 30% damage resistance to explosive damage, this is the most dangerous creature in the game by far and you should run if you hear its screeching.
If you choose not to. You better have a safe spot that you can hide in and lots of ammo or powerful abilities. This is what the gauss rifle was made for, at max damage this weapon can 4-5 shot the nightmare, however, it is a very slow-firing weapon so you will need to take cover after every shot before it is ready to fire again.

Talos I
-Operators
Operators are relatively easy enemies that can be dealt with in many ways. The Medical/Science operators have an electric stun attack that can hit you at short-range causing you to be unable to move or attack. While the engineer has a point-blank flamethrower capable of dealing high damage quickly and applying the burn trauma. The black box military operators have a long-range energy beam that can melt you extremely fast in groups.
The Stungun is extremely useful in this situation as it does high amounts of damage to the operators and leaves them vulnerable to hacking. Using a wrench is also an effective strategy as after a few hits they will get knocked down, this is not recommended against the black box operators.

-Turrets
The turrets are a very deadly enemy that can tear you apart in seconds. The Ballistic and Ravager can apply the bleed trauma, and the flamethrower the burn trauma. Each turret is capable of firing in a 180° cone in front of them.
Turrets are not able to turn past 90° in either direction which makes sneaking up behind them the best strategy. Machine mind is a good ability to temporarily turn them on your side while you hack them.
There is also a corrupted version that cannot be hack and will remain hostile at all times.

-Humans
Mind-controlled humans and husks are one of the easiest enemies in the game but are capable of one-shotting you at high HP. They will charge you before suiciding causing an explosion that will kill you.
Non-mind-controlled humans such as Dahl or the survivors in the cargo bay have simple pistols that deals low damage.
Simply stun them and then beat them with a wrench. For the mind-controlled humans, you don't have to kill them as stunning them will set them free from the telepath's control.
A Rude Awakening (Part 2)
From here on out the guide will be much more detailed explaining turret placements, loot locations, strategies, enemies to expect, and secrets.
In each section, I will list the number of turrets, operator dispensaries, enemies, valuable items, and more.
Neuromod Division
-Enemies
‍ -Mimics
‍ ‍ -Normal
‍ ‍ -Volt
‍ -Phantoms
‍ ‍ -Normal
‍ ‍ -Voltaic
‍ -Poltergeist
‍ -Operators
‍ ‍ -Science
‍ -Technopath
‍ -Corrupted Turrets x2

-Turrets: 4 (+3+3)
‍ -Ballistic x4
‍ -Ballistic x3 (Spawns with a second technopath later on in the game)
‍ -Ballistic x3 (Spawns in the sim lab when Dahl arrives.)

-Operator Dispensaries: 2
‍ -Medical
‍ -Science

-Roaming points: 0

-Valuable items: 1
‍ -stun gun

-Quest loot: 0

Upon waking up you will notice that the intro is skipped and you are put straight into the main game. your first objective should be to get the stun gun on top of the large machine in the room to the right after breaking out of the sim, Instantly getting the best weapon in the game without fighting a single enemy. When you get to the foyer use the gloo-gun to get up to the 2nd floor, there you will find more stun gun ammo and another stun gun. The only enemies you will have to fight during this period are normal Mimics.

After reaching your office you may return to this area to explore the rest of the area. Turning on the power in the Volunteer Quarters will spawn a Poltergeist so beware, you should be able to deal with him easily if you are careful. In the vents between the Volunteer Quarters and Fabrication there is
a corrupted turret and another one on the other side of the Foyer. The Technopath in the Fabrication room can be a bit hard to take care of. Kill the Science Operators then use the stun gun to kill the Technopath. Set up all the turrets in the main room against the walls facing inward in a circular pattern.
Talos I Lobby
-Enemies
‍ -Mimics
‍ ‍ -Normal
‍ -Phantoms
‍ ‍ -Normal
‍ ‍ -Etheric
‍ ‍ -Voltaic
‍ ‍ -Thermal
‍ ‍ -Blood
-Corrupted Turrets: 1
‍ ‍ -Ballistic

-Turrets: 3
‍ -Ballistic
‍ -Ravager
‍ -Flamethrower

-Operator Dispensaries: 2
‍ -January
‍ -Medical

-Roaming points: 2
‍ -Shuttle Bay
‍ -Hardware Labs

-Valuable items: 3
‍ -Pistol
‍ -Shotgun
‍ -Huntress crossbow

-Quest loot: 1
‍ -Trauma Center Keycard
‍ ‍ -Bianca Goodwin's office. (Room next to your office)
‍ ‍ -Recycling room. (The room to the right on the way to Psychotronics)
‍ ‍ -Staff Lounge
‍ ‍ -The bench with the suit case near the bathrooms
‍ ‍ -Just outside the security station on tables
‍ ‍ -Others?

Your first real challenge. As soon as you enter the area you will be greeted by 2 turrets; a flamethrower turret and a ravager turret. Down in the lobby, you will find 3 Phantoms and a good amount of mimics hiding. You will not be able to defeat them unless you know what you are doing, so lure them back to the hallway where the turrets are and let the turrets deal with them. As soon as you can get up to your office to save.

From here you'll want to get the shotgun in the Security Station, beware that there is a volt phantom sitting in the Security Room. If you climb in the vent above and drop down and hide under the desk you can lean and hit the phantom without it being able to hit you, make sure you have the pistol by then for some ranged attacks. At about an hour into the game a group of five Chameleon phantoms will enter the area from the shuttle bay. Be careful as these phantoms are nearly invisible. Set up 3-4 explosive canisters at the shuttle bay door and wait for them or use the turrets to take them out, as the turrets can still detect them.

When you get the key card from January use it to unlock the door behind your office, this will be how you will get in and out of your office. You'll want to keep your front door locked at all times to keep the NPCs and your office safe. Set the turrets up like so, and keep the door between the turrets locked while you are away.
Hardware Labs
-Enemies
‍ -Mimics
‍ -Phantoms
‍ ‍ -Normal
‍ ‍ -Solar
‍ ‍ -Thermal
‍ ‍ -Etheric
‍ -Operators
‍ ‍ -Engineering
‍ -Corrupted Turrets: 1
‍ ‍ -Ballistic

‍ -Husk

-Turrets: 2
‍ -Ravager x2

-Operator Dispensaries: 2
‍ -Medical
‍ -Engineering

-Roaming points: 1
‍ -Lobby

-Valuable items: 1
‍ -Q-Beam
‍ -Magnum

Quest loot: 2
‍ -Artax Propulsion System Fab Plan
‍ ‍ -Original location
‍ ‍ -Below the original location
‍ ‍ -Underneath the small room that controls the crane in the Machine Shop
‍ ‍ -Underneath the recycling charge control panel in the Ballistics Lab
‍ ‍ -Underneath the demonstration stage stairs
‍ ‍ -Next to the recycling station under the demonstration stage
‍ ‍ -In the small room up the gloo stair case on the demonstration stage.
‍ ‍ -Next to the radioactive containers in the Machine Shop
‍ -Doctor Calvino's Tumbler
‍ ‍ -Original Location
‍ ‍ -By the recycler and fabricator next to the airlock
‍ ‍ -inside the Ballistic Labs
‍ ‍ -The kitchen
‍ ‍ -In the locker with the Ravager turrets.
‍ ‍ -In Thorstein's Office

As soon as you enter you'll be greeted by two corrupted engineers and a husk hidden to the left. These are excellent enemies to use the stun gun against. From here you'll have to worry about a Normal, Solar and Thermal phantom on the 2nd floor office. Get to the security station and open the storage locker, there should two Ravager turrets, use these to kill the 3 phantoms in the 2nd floor office.The meeting area above the security terminal will have a corrupted turret, go up the elevator and go the long way round to the right to avoid getting shot. Lean around the corner and use your stun gun to disable it. Loot the area heavily as you'll have to find the fabrication plan for the propulsion system for the spacewalk, and keep an eye out for Calvino's tumbler for extra neuromods!

During the spacewalk make sure to repair the panel to allow access to the beam and waves lab to acquire the Q-beam. You can also access this room through the ballistic labs below. Climb above the recycling charge test sphere and climb through the broken vent. Mimic matter I is required to do this. When you return corrupted engineers and a Etheric phantom will have spawned in, it would be a good idea to bring the turrets with you to help at this point. Once you are done with the area put the turrets in the hallway opposite of the locker where you found them and head back to the lobby.


Shuttle Bay
-Enemies
‍ -Phantoms
‍ ‍ -Normal
‍ ‍ -Voltaic
‍ ‍ -Blood
‍ ‍ -Chameleon
‍ -Mimics
‍ ‍ -Normal
‍ ‍ -Greater
‍ -Technopath
‍ ‍ -Ballistic Turrets x2

-Turrets: 2 (+5)
‍ -Ballistic x2
‍ -Ballistic x5 (Dahl)

-Operator Dispensaries: 3
‍ -Engineer x3

-Roaming points: 3
‍ -Talos I Lobby

-Valuable items: 1
‍ -Gauss Rifle

-Quest loot: 0

When you first enter the area you will see a Technopath with two turrets directly in front of you, quickly hide to the left wall and then go around the corner to the left. Here you will need to move the debris out of the way to access the hallway and keep left down the stairs to the escape pods. Here you will find two blood phantoms and 3 mimics. Use recycling grenades to easily take them out and grab the Gauss Rifle. Use this Gauss Rifle to take out the Technopath and its turrets.

Down below you will find two Chameleon phantoms and a Voltaic phantom in his usual spot. You will have a high chance of your assassination target spawning here, if he doesn't feel free to leave once you get the Gauss Rifle.
Psychotronics
-Enemies
‍ -Mimics
‍ ‍ -Normal
‍ ‍ -Greater
‍ ‍ -Pyro
‍ ‍ -Volt
‍ -Phantoms
‍ ‍ -Normal
‍ ‍ -Etheric
‍ ‍ -Voltaic
‍ ‍ -Blood
‍ ‍ -Solar
‍ ‍ -Hunter
‍ -Weaver (No interaction)

-Turrets: 6 (+1)
‍ -Ballistic x6
‍ -Ballistic x1 (Dahl)

-Operator Dispensaries: 2
‍ -Engineer
‍ -Medical

-Roaming points: 0

-Valuable items: 2
‍ -Laser Rifle
‍ -Psychoscope

-Quest loot: 0

(mod recently updated with new turret spawns, will update page soon)

When you first enter Psychotronics there should be a security station on your right. It will contain two ballistic turrets, set one of them up in the room and carry the other one with you. Clear the bathroom and set your turrets up around the hole to get your Psychoscope, once you get it phantoms and mimics will spawn in. Once this is complete take the turrets and send them up the elevator, then put them in the room to the left with the recycling and fabrication stations are.

You will find another turret in the locker by the prisoner and another in them morgue. Use them to help with the Voltaic phantom that the weaver spawns in, then take them back to the fabrication area and set them up. The last two turrets will be by the entrance to the G.U.T.S., I would recommend leaving them there.
G.U.T.S.
-Enemies
‍ -Mimics
‍ ‍ -Normal
‍ -Phantoms
‍ ‍ -Thermal
‍ -Weaver x2
‍ ‍ -Cystoid
‍ -Technopath
‍ -Engineering Operator

-Turrets: 3
‍ -Ballistic x3

-Operator Dispensaries: 2
‍ -Engineer
‍ -Medical

-Roaming points: 0

-Valuable items: 1
‍ -Q-Beam

-Quest loot: 0

G.U.T.S. has received almost no change, no new enemies, the weaver has the additional projectile attack so look out for that. Using the gloo gun or the crossbow is a great way to deal with the cystiods to conserve pistol ammunition. Use the Q-beam from the Hardware Labs to quickly and safely deal with the Weaver, as well as the Technopath down the other direction. If you haven't gotten that one make sure to grab the one on the higher end of the main tunnel just before the weaver.
Arboretum
-Enemies
‍ -Phantoms
‍ ‍ -Normal
‍ ‍ -Etheric
‍ ‍ -Thermal
‍ ‍ -Voltaic
‍ ‍ -Blood
‍ ‍ -Solar
‍ ‍ -Hunter
‍ ‍ -Chameleon
‍ ‍ -Cystoid
‍ -Mimics
‍ ‍ -Normal
‍ ‍ -Greater
‍ ‍ -Reaver
‍ ‍ -Pyro
‍ -Telepath
‍ ‍ -Mind-Controlled Human
‍ -Engineering Operator

-Turrets: 5
‍ -Ballistic
‍ -Ravager x2
‍ -Flamethrower x2

-Operator Dispensaries: 3
‍ -Medical
‍ -Engineer
‍ -Science

-Roaming points: 3
‍ -Crew Quarters
‍ -Talos I Bridge
‍ -Deep Storage

-Valuable items: 0

-Quest loot: 1
‍ -Crew Quarters Keycard
‍ ‍ -Original location
‍ ‍ -Benches around the Arboretum
‍ ‍ -The hidden baseball area to the left of Deep Storage
‍ ‍ -Behind the greenhouse
‍ ‍ -The Talos I Bridge entrance
‍ ‍ -Near the looking glass with the mimics that dropdown.

The Arboretum is one of the most stressful areas in the game. There are many, many phantoms in this area, so hiding and letting the turrets fight for you will be essential to surviving this area. Thankfully there are plenty of turrets to help with just that. As soon as you enter the main area head down the stairs and grab the 2nd turret. Quickly walk into the main hallway and place the turret next to the other one and lure the phantoms into the hallway. There should be about 4+ phantoms in the immediate area and possibly a few others that may wander into you.

Get to Alex's office or the security station as soon as possible to save your game. If you don't have hacking IV you can use the gloo in the elevator trick, or on the other side, there is a long flat wall for a gloo staircase. There are two more turrets in the storage shed next to the bridge entrance.

After around 10-15 minutes a large group of 12 hunter phantoms will spawn in the map. Make sure you have a safe spot up high as they will easily overwhelm you otherwise. You can put the two ravager turrets on top of the little platform above the hallway to the lobby for this.

After this keep your Ravager turrets in the main hallway, the Flamethrower turrets behind the broken glass to protect the Ravager turrets, and the ballistic turret on the platform to act as a warning system for hidden enemies.
Crew Quarters
-Enemies
‍ -Mimics
‍ ‍ -Normal
‍ ‍ -Pyro
‍ -Phantoms
‍ ‍ -Normal
‍ ‍ -Voltaic
‍ ‍ -Solar
‍ ‍ -Blood
‍ ‍ -Hunter
‍ -Telepath x2
‍ ‍ -Mind-Controlled Humans
‍ -Poltergeist

-Turrets: 3
‍ -Ballistic x3

-Operator Dispensaries: 1
‍ -Medical

-Roaming points: 1
‍ -Arboretum

-Valuable items: 0

-Quest loot: 0

There are a lot of enemies in this area and a good chance a nightmare will spawn. If one does spawn simply reload the game. Visit an area like the lobby. That should spawn him in there and allow you to go to the crew quarters without an issue. There will be two turrets on the 2nd floor, with the third one being in the kitchen, take these up the elevator and place them facing it as your safe area.

After a little while, 2-4 blood phantoms will spawn in, and until this happens stay alert. When entering the crew cabin area there will be a prowler phantom to the right. This phantom can only be damaged with energy weapons. The poltergeist that spawns in the bathroom on the left may wander out so expect to see him somewhere else. The telepaths are in their original spots.
Deep Storage
-Enemies
‍ -Mimic
‍ ‍ -Normal
‍ ‍ -Reaver
‍ ‍ -Volt
‍ -Phantom
‍ ‍ -Normal
‍ ‍ -Thermal
‍ -Technopath
‍ -Weaver x2
‍ ‍ -Cystiods

-Turrets: 3
‍ -Ballistic x3

-Operator Dispensaries: 2
‍ -Medical
‍ -Engineer

-Roaming points: 0

-Valuable items: 0

-Quest loot: 0

If a nightmare spawns here may god have mercy on your soul, hiding under the floor and waiting him out is your best bet as you can't exactly run back out. There will be a technopath in the room ahead along with a thermal phantom upstairs and a weaver in the room above and below you. place your 3 turrets in the data vault room, though you won't need them. Deep storage doesn't have much going on and is a pretty safe area after clearing. I would highly recommend waiting for a solar particle event before leaving so you don't get fried out in space.
Cargo Bay Exterior
This portion of the guide will only cover parts pertaining to getting into the cargo bay or areas nearby and not the entire Talos I Exterior

-Enemies ‍
-Weaver
-Normal (Returning to Cargo Exterior for turret fab plan)

-Turrets: 0

-Operator Dispensaries: 0

-Roaming points: 0

-Valuable items: 1
‍ -Turret Fab Plan

-Quest loot: 0

Nothing changes from the vanilla game here, rescue doctor Igwe and get inside.
As normal there is a weaver when returning for the turret fab plan.
Cargo Bay
-Enemies
‍ -Mimics
‍ ‍ -Greater
‍ -Phantoms
‍ ‍ -Normal
‍ ‍ -Etheric
‍ ‍ -Thermal
‍ ‍ -Voltaic
‍ -Weaver

-Turrets: 4
‍ -Ballistic x4

-Operator Dispensaries: 2
‍ -Medical
‍ -Engineer

-Roaming points: 0

-Valuable items: 0

-Quest loot: 0

When you first enter the area you'll instantly be greeted by 2 normal phantoms and a voltaic phantom so get ready to fight. There are very few enemies in this area besides Carbo Bay B so feel free to look around a bit. There are 4 turrets around the area and I recommend getting them all and set them up against Cargo Bay B

When you return to the exterior there will be a weaver guarding the turret fab plan. Set up all the turrets facing Cargo Bay B and open the door. Make sure to save before in case anyone dies! This is also a great place to farm nightmares if you've done the appropriate quest to summon it. You have plenty of turrets, other humans, and a save point right upstairs in case you fail. There is a lot of loot in this area so make sure to get it all. Leave the turrets where they are as you cannot close the door.
Life Support
-Enemies
‍ -Mimics
‍ ‍ -Greater
‍ ‍ -Reaver
‍ ‍ -Volt
‍ -Phantoms
‍ ‍ -Normal
‍ ‍ -Solar
‍ ‍ -Etheric
‍ ‍ -Voltaic
‍ ‍ -Thermal
‍ -Operators
‍ ‍ -Engineer
‍ ‍ -Science

-Turrets: 5
‍ -Ballistic x5

-Operator Dispensaries: 2
‍ -Medical
‍ -Engineering

-Roaming points: 2
‍ -Power Plant
‍ -Cargo Bay

-Valuable items: 1
‍ -Gauss Rifle

-Quest loot: 0

Get ready to fight, when you first enter Life Support you'll be greeted by plenty of reaver and greater mimics, etheric phantoms, and engineering operators. Hide in the left side area and kill them as they come around the corner. Use one to two recycling charges as soon as you spawn in and any Typhon powers to kill the mimics as quickly as possible. You can make two safe rooms in this area. One being the bathroom on the top level, place two turrets in there with one being able to see the doorway as phantoms cannot enter the bathroom. The next will be on the bottom floor on the corner that leads to the Water Treatment Facility. Place three turrets here and it will be generally safe.

The Gauss rifle is underneath the floor that leads to the escape pod room. The Gauss Rifle at max damage can 4 hit a nightmare and 1 hit phantoms so it is a very useful weapon. It uses EMP grenades as ammo so make sure to use it sparingly! After you have cleared the Water Treatment Plant make sure to turn the power off which will lock the door. Voltaic phantoms will regularly respawn in this area so locking them out makes things much easier.
Power Plant
-Enemies
‍ -Mimics
‍ ‍ -Normal
‍ ‍ -Greater
‍ ‍ -Reaver
‍ ‍ -Volt
‍ ‍ -Pyro
‍ -Phantoms
‍ ‍ -Normal
‍ ‍ -Voltaic
‍ ‍ -Thermal
‍ ‍ -Solar
‍ ‍ -Blood
‍ ‍ -Hunter
‍ ‍ -Prowler
‍ ‍ -Chameleon
‍ -Weaver
‍ ‍ -Cystiods
‍ -Poltergeist
‍ -Technopath 2x (During reboot)

-Turrets: 9
‍ -Ballistic x5
‍ -Ravager x2
‍ -Flamethrower

-Operator Dispensaries: 4
‍ -Medical
‍ -Engineering x3

-Roaming points: 1
‍ -Life Support

-Valuable items:

-Quest loot: 0

One of the more exciting areas, with lots of enemies but plenty of turrets at your disposal. The first area is pretty easy with some mimics and a poltergeist in the room to the left. Once you get down to the lower levels you will see a ton of mimics fighting some turrets. Thankfully most of the mimics will be killed off but expect to fight some phantoms including a prowler phantom. Take the turrets into the room just outside the office that Mikhaila is in facing the large door, this will be needed later. (Make sure they further back or they might disappear later on)

In the power plant itself there are a few phantoms but nothing that you can't handle at this point in the game. Take all the turrets in the small locker room and move them up to Mokhaila, you do not want the technopaths using these against you.

Once you return you won't be able to use your weapons in the coolant chamber, however your turrets can! Just let them do the work, or if you are feeling brave use your wrench and gloo-gun.
Talos I Exterior (Before I give you the Key)
The information below only pertains to the area around the quest location.

-Enemies:
‍ -Weaver x3
‍ ‍ -Cystoids
‍ -Technopath
‍ -Operators
‍ ‍ -Medical
‍ ‍ -Science x3

-Turrets: 0

-Operator Dispensaries: 0

-Roaming points: NA

-Valuable items: 0



A very short and easy quest, there are three ways in. One is covered by a Technopath, one by a weaver, and the other by two science operators. Inside you will find two more science operators and two weavers plus some cystoid nests. Scan the nodes and return to Alex's office. There are also two hull breaches in crew quarters that have some loot that could be useful, be careful as it is guarded by a Technopath and a weaver.

Upon returning you will find a new batch of enemies including a Telepath. There are lots of new enemies around so get to Alex's office as quickly as possible.
My own personal army
After uploading the data to the station Dahl and Kaspar will attack the station. At this point, you should have hacking IV, if you don't, get it. This will allow you to make your own personal army to help you survive the typhoon. Stun them with your stun gun and hack them, I would recommend using a stun gun with no upgrades to power as this will deal less damage allowing your bots to fight longer without repairing them. Make sure that all the friendly bots are out of the dispensaries before this quest as most of them will not be available until you take out Kaspar.

Operators will keep spawning until there are around three per dispensary so if you kill them they will keep respawning, hacking them will not reset this count so once you have all three hacked they will stop spawning. You can sit under the dispensary and hack them as they come out for a full health bot.

Your first objective should be disabling your bracelet in deep storage. The military operators will see you as soon as you enter an area if you don't have it disabled and Dahl can do some other surprises such as turning on the gravity in the G.U.T.S. making you fall to your death. Once that is done head to the Shuttle Bay to find the location of Kaspar.



Shuttle Bay (The Repo Man)
-Enemies:
‍ -Phantoms
‍ ‍ -Normal
‍ ‍ -Thermal
‍ ‍ -Voltaic
‍ ‍ -Blood
‍ ‍ -Prowler
‍ -Mimics
‍ ‍ -Normal
‍ ‍ -Greater
‍ ‍ -Reaver

-Turrets: 2
‍ -Ballistic x7

-Operator Dispensaries: 3
‍ -Engineering x3

-Roaming points: 1
Talos I Lobby

-Valuable items: 0

https://www.youtube.com/watch?v=OVmpwZzGp-Q

The Bug Bay, probably the hardest area if it weren't for how powerful you are at this point. There are lots of Typhon and military operators to worry about as well as many deployed turrets if you have typhoon mods (which you should). Head left and hack the turret further left, and kill the blood phantom at the escape pods. Once that is done it's time to clear the area, start hacking operators, and clearing Typhon. Don't bother completely destroying the operators as there are three hacked dispensaries that will keep building more to replace them. There are many phantoms types and turrets in good positions so be careful.

Once the area is clear set up two turrets facing the lobby and the rest in areas as you see fit as you will have lots of military operators and turrets to help secure the area. This is now the safest place in the game.


Life Support (Dahl Ultimatum)
Changes
-Enemies
‍ -Phantoms
‍ ‍ -Thermal
‍ ‍ -Voltaic
‍ -Telepath
‍ -Operators
‍ ‍ -Military
‍ ‍ -Engineer

-Operator Dispensaries Hacked: 1
‍ -Engineering

A very short objective, there will be lots of thermal phantoms, around 3-4, around Dahl's position that will quickly deal with any operators so be fast before they get to Dahl as taking him alive is beneficial. There will also be a telepath just outside the main control room.
Kaspar (The Repo Man)
Changes
-Hardware Labs
‍ -Enemies
‍ ‍ -Operators
‍ ‍ ‍ -Military
‍ -Operator Dispensaries Hacked: 1
‍ ‍ -Engineering

Very easy place for him to be, your turrets will provide a good safe spot to deal with any threat. Simply kill or hack Kaspar and all operator dispensaries will be reverted to normal

-Neuromod Division
‍ -Enemies
‍ ‍ -Technopath
‍ ‍ -Operators
‍ ‍ ‍ -Military
‍ ‍ -Turrets: 6
‍ ‍ ‍ -Ballistic x3
‍ ‍ ‍ -Ballistic x3 (Technopath)

‍ -Operator Dispensaries Hacked: 1
‍ ‍ -Engineering

This area is much harder to get to Kaspar as there is a Technopath as soon as you enter with 3 turrets fighting a few military operators. There will be three additional turrets in the simulation lab where Kaspar is located. Simply kill or hack Kaspar and all operator dispensaries will be reverted to normal

-Psychotronics
‍ -Enemies
‍ ‍ -Phantoms
‍ ‍ ‍ -Voltaic or Thermal
‍ ‍ -Operators
‍ ‍ ‍ -Military
‍ ‍ ‍ -Science
‍ ‍ -Poltergeist
‍ ‍ -Turrets: 1
‍ ‍ ‍ -Ballistic

Kaspar will be located in the looking glass area where you did the calibrations with the green dot. There will be a single ballistic turret here behind the glass as well.

Talos I Exterior spots one and two
Due to RNG more info is needed.
The Keys to the Kingdom/A Mind Without Limits
Changes
Life Support
-Enemies
‍ -Phantoms
‍ ‍ -Etheric
‍ -Mimics
‍ ‍ -Greater
‍ ‍ -Reaver
‍ ‍ -Pyro
‍ -Operators
‍ ‍ -Medical
‍ -Weaver
‍ ‍ -Cystiods

Power Plant
-Enemies
‍ -Phantoms
‍ ‍ -Blood


Psychotronics
-Enemies:
‍ -Phantoms
‍ ‍ ‍ -Voltaic
‍ -Mimics
‍ ‍ -Normal
‍ ‍ -Greater
‍ ‍ -Volt
‍ -Poltergeist
‍ -Weaver
‍ ‍ -Cystoids

The final objective before the bridge. Going the destroy route in Life Support and Power Plant you will encounter little resistance. There will be a few enemies in Life Support but they are spread out fairly well it's not too difficult and then in Power Plant, I only encountered a single blood phantom.

Taking the Psychotronics route, however, is much more difficult. There is an entirely new batch of enemies here waiting to kill you so make sure to make good use of your turrets in the safe rooms.

Talos I Bridge
-Enemies:
‍ -None

-Turrets: 3
‍ -Ravager
‍ -Flamethrower

-Operator Dispensaries: 1
‍ -Engineering

-Roaming points: 1
‍ -Arboretum

-Valuable items: 0

There are no enemies here at this point. However, you will want to set up the turrets facing the Arboretum to kill any roaming enemies.
Perdition/A Mind Without Limits (Ending)
Perdition
When January calls Mikhaila and tells her to leave, at this point, you have two minutes to get to the escape shuttle and get off Talos I. You may encounter a few more enemies such as a weaver in Talos I lobby and mimics and voltaic phantoms in the Shuttle Bay but you can just run past them with backlash as a shield and be fine. If you don't make it in time then you can use Alex's escape pod in the Arboretum to escape that way. Either way, it's the end.

A Mind Without Limits
Click button, gg
Conclusion
I hope you enjoy this guide on the Prey for Death mod. Again this guide is not 100% complete as with all the branching paths and RNG. Thank you and remember, Skillet is the best operator.
Change Log
11/01/2022 - 1.0.0
-Guide released for mod version 1.8.2

11/02/2022 - 1.0.1
- Cleaned some things up and made it look nicer.

11/07/2022 - 1.0.2
- Added location for Artax Propulsion System Fab Plan

11/14/2022 - 1.0.3
-Renamed Solar Storms to Environmental Hazards
‍ -Added station hazards
-Moved Shuttle Bay after Hardware Labs and before Psychotronics
-Added Shuttle Bay (The Repo Man)
-Removed any mention of the Laser turret
-Updated Hardware labs

11/16/2022 - 1.0.4
-Updated Hardware Labs and Psychotronics for mod version 1.9

11/17/2022 - 1.0.5
-Updated Arboretum and Neuromod Division for mod version 1.9
Talos I Bridge Early (Optional) (WIP)
-Enemies
‍ -Phantoms
‍ ‍ -Voltaic
‍ ‍ -Etheric
‍ -Mimics
‍ ‍ -Greater
‍ ‍ -Pyro
‍ ‍ -Volt

-Turrets: 1 (+2)
‍ -Flamethrower
‍ -Laser (Later) WIP
‍ -Ravager (Later) WIP

-Operator Dispensaries: 1
‍ -Engineer x1

-Roaming points: 1
‍ -Arboretum

-Valuable items

-Quest loot: 0
2 Comments
rolfey1328 29 Feb @ 3:31pm 
hey great guide. would you be able to add spawn locations of kelstrup's office key in psychotronics? I was never able to find it
Ebil 14 Nov, 2022 @ 1:45pm 
Very fun mod, Coyote is a genius