All Game Items

All Game Items – Prey (2017)



This section covers every major item category in Prey (2017). Items are grouped logically with descriptions, acquisition methods, usage tips, and synergies. All names follow the in-game terminology.

Weapons



Weapons are used for combat and sometimes for utility. Most can be upgraded at Fabrication Stations using Weapon Upgrade Kits. Each weapon has a unique role.

#### Wrench
  • Description: A heavy, melee weapon. Infinite durability. Standard attack deals moderate damage; charged attack (hold attack button) deals heavy damage and can knock back smaller enemies.

  • How to Obtain: Found in Morgan’s office (first area) – on the desk. Cannot be missed.

  • Usage: Optimal against Mimics early game. Good for saving ammo. Upgrades increase swing speed, stamina cost reduction, and damage.

  • Upgrades:

  • - Improved Durability (less stamina cost)
    - Increased Swing Speed
    - Increased Damage
  • Synergies: Combine with the Combat Focus neuromod ability (time slow) to land charged hits safely.


  • #### Silenced Pistol
  • Description: Semi-automatic pistol. Can be fitted with a suppressor for stealth kills. Moderate damage, slow rate of fire.

  • How to Obtain: Security station in the Arboretum (given by Security Officer). Also found in storage rooms.

  • Usage: Best for headshots on humans and smaller Typhon. Suppressor reduces aggro range.

  • Upgrades:

  • - Extended Mag
    - Damage Increase
    - Reflex Sight (better hipfire accuracy)
  • Synergies: Stealth builds; pair with Silent Operator chipset and Sneak attack bonus.


  • #### Shotgun
  • Description: Pump-action shotgun. High close-range damage. Fires shells.

  • How to Obtain: Crew Quarters – found in a locked bathroom stall; or from the Trauma Center after side quest.

  • Usage: Devastating against Phantoms and Telepaths at close range. Can stagger enemies.

  • Upgrades:

  • - Increased Damage
    - Increased Rate of Fire
    - Reduced Spread (tighter pellet pattern)
  • Synergies: Use with Combat Focus to quickly unload multiple shells.


  • #### Disruptor Stun Gun
  • Description: Electrical weapon. Fires a bolt that stuns organic enemies and overcharges robotic enemies (dealing damage over time).

  • How to Obtain: Hardware Labs – on a table in the main room. Also loot from Operators.

  • Usage: Stuns Typhon for easy kill or escape. Effective against Operators (overloads them).

  • Upgrades:

  • - Increased Charge Capacity (more shots)
    - Faster Recharge
  • Synergies: Combine with Wrench or Pistol to kill stunned enemies.


  • #### GLOO Cannon
  • Description: Fires a foam-like substance that hardens on impact. Can block vents, create temporary staircases, and immobilize enemies.

  • How to Obtain: Psychotronics – given by Dr. Calvino after fixing the broken test. Also found in multiple locations.

  • Usage: Non-lethal option. Use to extinguish fires (in corridors), create platforms to reach high areas, temporarily freeze Mimics and Phantoms.

  • Upgrades:

  • - Increased Capacity
    - Reduced Spread (tighter stream)
  • Synergies: Combine with Combat Focus to freeze multiple enemies quickly.


  • #### Q-Beam (Quantum Beam)
  • Description: Experimental weapon that fires a continuous beam of quantum energy. Very high damage over time. Requires Q-Beam ammo (spores).

  • How to Obtain: Power Plant – in a locked room (requires Leverage 2 or hacking). Also found in the GUTS.

  • Usage: Destroys large Typhon (Technopath, Telepath, Nightmare) quickly. Beam can be swept across groups.

  • Upgrades:

  • - Increased Damage Output
    - Longer Beam Duration (capacitor)
  • Synergies: Use after stunning an enemy with Disruptor or GLOO.


  • #### PSI Booster (not a weapon but utility)
  • Description: Handheld device that restores PSI points. Not a weapon but essential for Typhon abilities.

  • How to Obtain: Loot from operators, found in MedBays and Neuromod Division.

  • Usage: Consumes a PSI Hypo charge. Quickly restores PSI for abilities like Psychoshock, Kinetic Blast, etc.


  • #### Recycler Grenade
  • Description: Thrown grenade that creates a green field. All destructible objects and organic matter within are recycled into raw materials. Explosive damage to enemies.

  • How to Obtain: Fabricate at Recycler (requires Recycler Charge recipe). Also found as loot.

  • Usage: Destroy obstacles. Generate materials from junk. High damage to clusters of enemies.

  • Upgrades: None.

  • Synergies: Use on piles of junk after combat to gather resources.


  • #### EMP Charge
  • Description: Thrown charge that emits an electromagnetic pulse. Disables electronics, destroys robots, and stuns Operators.

  • How to Obtain: Fabricate or loot from security rooms.

  • Usage: Useful against Technopaths and turrets. Can disable security cameras briefly.

  • Upgrades: None.

  • Synergies: Combine with Stun Gun for double EMP effect.


  • #### Nullwave Transmitter
  • Description: Deployable device that creates a field nullifying Typhon abilities. Blocks Mimic attacks, phantom ranged attacks, etc.

  • How to Obtain: Side quest “The Missing Crew” or fabricate.

  • Usage: Throw at a cluster of Typhon to suppress their powers for several seconds. Also protects you from Mindjack.

  • Upgrades: None.


  • Tools & Equipment



    These are non-combat items that aid exploration and puzzle solving.

    #### Scout Charge
  • Description: A throwable device that emits a scanning pulse. Reveals enemies, lootable objects, and hidden areas on the map temporarily.

  • How to Obtain: Fabrication or loot.

  • Usage: Use in unfamiliar rooms to detect Mimics. Also highlights recyclable junk.

  • Upgrades: None.


  • #### Typhon Lure
  • Description: Deployable device that emits a sound to attract nearby Typhon to its location. Explodes on proximity or after a duration.

  • How to Obtain: Fabrication or found in security lockers.

  • Usage: Bait enemies away from your path or into traps. Could be coupled with explosive canisters.

  • Upgrades: None.


  • #### Tactical Flashlight
  • Description: Flashlight attachment for weapons (Pistol, Shotgun). Improves illumination in dark areas. Can be crafted at Fabrication.

  • How to Obtain: Found on some weapons or fabricated.

  • Usage: Essential in areas like Crew Quarters, Power Plant tunnels. No combat benefit other than visibility.

  • Upgrades: None.


  • #### Leverage Tools (wrench, etc.)
  • Description: The wrench doubles as a leverage tool to move heavy objects (Leverage I). Higher levels allow moving larger objects.

  • Note: Strength upgrade from neuromods enhances leverage capability.

  • Usage: Unblock doors, create paths, reveal hidden caches.


  • #### Fabrication Station Access
  • Description: Interactive terminal where you can craft items using blueprints and materials. Not an item per se but a key system.


  • Suit Upgrades & Chipsets



    These are installed in the combat suit to enhance abilities.

    #### Neuromods (for abilities)
  • Description: Injectors that grant new powers or upgrades. Separate from suit mods. Covered in Core Gameplay, but relevant as items.

  • How to Obtain: Fabrication (requires Neuromod blueprint, 1000 Manufacturing materials, 3 Typhon Organs, 75 Synthetic Materials), loot, rewards.


  • #### Chipset Mods
  • Description: Physical chips inserted into suit’s chipset slots. Provide passive bonuses.

  • How to Obtain: Scattered on desks, inside security lockers, found on dead operators.

  • Common Chipsets:

  • - Chipset: Silent Operator – reduces step noise.
    - Chipset: Kinetic Absorber – converts damage to PSI.
    - Chipset: Life Support Efficiency – increases suit oxygen duration in vacuum.
    - Chipset: Repair Efficiency – faster repair speed.
    - Chipset: Combat Focus Duration – extends slow motion.
  • Equipping: Use the suit chipset interface (Pause menu -> Suit -> Chipset slots).


  • #### Suit Upgrades (Physical)
  • Description: Permanent upgrades to the suit found as blueprints.

  • Types:

  • - Armor Plating – increases damage resistance. Blueprint found in Crew Quarters.
    - Oxygen Upgrade – increases air capacity for EVA. Blueprint in Hardware Labs.
    - Health Regeneration – slowly regenerates health over time. Blueprint in Trauma Center.
    - Mobility Upgrade – increases sprint speed and jump height. Blueprint in GUTS.
  • How to Obtain: Locate blueprints in specific zones, then fabricate at suit upgrade station (found on multiple floors).


  • Consumables & Medical Items



    Used for healing, buffing, or restoring resources.

    #### MedKits
  • Description: Restores 40 HP instantly. Common throughout Talos I.

  • How to Obtain: First aid kits, restrooms, medical rooms, loot from operators. Can be fabricated (requires 5 Organic Parts, 5 Synthetic Materials).

  • Usage: Keep in quick slot for emergencies.


  • #### Trauma Kits
  • Description: Cures major wounds (bleeding, broken bones, burns, etc.). Rare.

  • How to Obtain: Found in medical bays, trauma center. Fabrication requires Neural Mod and Synthetic Materials.

  • Usage: Use after taking critical physics damage.


  • #### PSI Hypo
  • Description: Restores PSI gauge by 20-25 points. Allows more ability uses.

  • How to Obtain: Loot, fabrication (requires 1 Neuromod blueprint, 2 Typhon Organs, 1 Synthetic Material).

  • Usage: Essential for Typhon ability users.


  • #### Liquids Consumables
  • Candy Bar – small health (10 HP).

  • Alcoholic Beverages (Wine, Vodka, etc.) – temporary buffs: increased stamina (whiskey) or increased PSI regeneration (wine). Some have negative effects (blurred vision).

  • Soda – restores a tiny amount of PSI (e.g., 1-2).

  • Water – restores PSI (5-10).

  • Fruit/Edibles – minor health. Often found in Crew Quarters.


  • #### Repair Kits
  • Description: Repairs broken objects, such as turrets, operators, door mechanisms.

  • How to Obtain: Fabrication (requires 5 Organic Parts, 5 Mineral Materials).

  • Usage: Fix security turrets to fight for you. Repair broken oxygen pipes.


  • #### Stimpak (rare)
  • Description: Temporary max HP increase (e.g., +25 for 60 seconds) and speed boost. Very rare.


Materials & Resources



Basic components used for crafting and repairing.

MaterialDescriptionCommon Sources
Organic PartsFrom dead humans, food, plants. Used for medkits, repair kits.Loot bodies, break plants.
Synthetic MaterialsPlastics, circuit boards. For nearly all crafting.Break chairs, desks, CRTs.
Mineral MaterialsMetals, scrap. For weapons and upgrades.Break metal objects, lockers.
Typhon OrgansFrom Typhon corpses. Essential for neuromod fabrication.Loot dead Typhon (Mimic, Phantom, etc.).
Q-Beam SporesAmmo for Q-Beam. Found on Typhon or as loot.Rare.
Weapon Upgrade KitsUsed to upgrade weapons at Fabrication stations.Loot from security containers, some enemy drops.
Manufactured PartsCombined resource used in some blueprints (e.g., 1000 Manufactured = 10 Organic + 10 Synthetic + 10 Mineral).Fabricated at Recycler.

Key Items & Quest Items



These cannot be consumed and are essential for progression.

#### Transcribe (Audio Logs)
  • Description: Collectible recordings that provide story context and hints.

  • How to Obtain: Found on desks, in dead bodies, in computers. Over 300 logs in total.

  • Usage: Not required but adds lore.


  • #### Keycards & Keychains
  • Description: Unlock specific doors or access restricted areas.

  • Examples:

  • - Morgan’s Office Key – open locked drawer in office.
    - Arboretum Keycard – needed for main story.
    - Deep Storage Keychain – required for endgame.
  • How to Obtain: Quest rewards or loot (e.g., from dead staff).


  • #### Neuromod Blueprint
  • Description: Required to fabricate neuromods. Found in Psychotronics.

  • Usage: Unlocks neuromod crafting.


  • #### Repair Tools (not an item but ability)
  • Description: The Leverage ability (strength) allows moving heavy objects without special tools.


  • #### Explosive Canisters
  • Description: Red barrels that explode when shot. Used as traps.

  • How to Obtain: Scattered in environment.

  • Usage: Shoot to damage nearby enemies.


  • #### Typhon Ability (Mimic Matter)
  • Description: Not an item but a neuromod ability that lets you turn into small objects. Acquired from Typhon abilities.


  • Collectibles



    Items that track completion but have no gameplay use.

    #### Crew Members’ Personal Effects
  • Description: Items like wedding rings, dolls, etc. Part of side quests or just nostalgia.

  • How to Obtain: Loot from specific crew quarters.


  • #### Datapads
  • Description: Digital notes with story or quest info. May contain passwords.

  • How to Obtain: Computers, found on desks.


  • #### Books & Magazines
  • Description: No gameplay function, only lore.


  • #### Operators’ I.D. Tags
  • Description: Used to unlock their personal logs.


  • Currencies



    No traditional currency. The game uses Fabrication Materials and Weapon Kits as de facto currency. You trade resources at Fabrication stations to craft items.

  • Primary Currency: Materials (Organic, Synthetic, Mineral, Typhon Organs).

  • Secondary: Weapon Upgrade Kits (limit weapon upgrades).

  • Fabrication Cost: Every craftable item has a material cost. Recycling junk yields materials.


  • Important Notes


  • Synergies: Combining items with neuromod abilities (Combat Focus, Psychoshock) drastically increases effectiveness. For example, GLOO + shotgun = freeze and blast.

  • Upgrades: Prioritize weapon upgrades early for the Pistol and Shotgun. Chipset mods greatly enhance survivability (e.g., Kinetic Absorber).

  • Economy: Always carry a Recycler Grenade to turn clutter into materials. Break everything in safe rooms.

  • Hidden Items: Many items are hidden behind vents accessible by GLOO staircases or by moving objects with Leverage.