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Prey abilities guide: How to unlock Typhon abilities, and the best ones to use

Prey has finally launched on Xbox One, PS4 and PC, and the folks at Arkane Studios appear to have really hit a home run with this epic and eerie sci-fi action game. We’ve already covered quite a bit of the game, so be sure to check out our Prey wiki for more guides, interviews, and news.

In this guide, we’re going to look at Typhon abilities, which are one of two ability skill trees available in the game next to human abilities.

prey abilities

We cover both of them in this article, and as you’ll see, human abilities are acquired fairly early on, but unlocking Typhon abilities requires a bit more digging around.

You’ll need to first obtain the Psychoscope in the Psychotronics are before you can use Typhon abilities. The Psychoscope is a piece of technology that has been developed to study and process information about Typhon organisms. By using this tech and scanning dead Typhons, you’ll be able to yield the data and turn it into a new ability to be added to the skill tree. You can find the Psychoscope on a corpse in psychotronics.

If Morgan is wearing the Psychoscope, any Typhon can be scanned, and their data stored on the Research Database. Once enough data has been stored, a new neuromod becomes available to unlock for Morgan to access.

prey abilities

What’s really interesting about Typhon abilities is that installing them comes with risks. If you have two or more of them installed, station security turrets will start attacking you. You can easily disrupt these turrets, but it’s still quite the hassle. You can hack turrets, but this is something you’ll always need to do if you want to have more than one Typhon ability installed and activated.

Things get really interesting when you have three Typhon abilities installed: that’s when Nightmares come out to play. Quite literally! In this case: run.

Best Typhon Abilities

ENERGY

Kinetic Blast I

This is a fantastic ability as it acts as a great alternative to stand weapons should you run out of ammo. It creates a large blast that can deal 70 damage.

Neuromods: 2

Requirements: 0

Cost: 30 Psi

Research: Phantom, Cystoid

 

Kinetic Blast II

This blast can deal 105 damage, and attacks anything with 6.5 meters.

Neuromods: 4

Requirements: Kinetic Blast I

Cost: 30 Psi

Research: Phantom (4th scan), Telepath (3rd scan)

 

Electrostatic Burst I

This creates an electrostatic burst, dealing up to 25 damage within 3 meters. It’s the perfect ability to take down Operators and turrets, as well as other large machines. Avoid using it against Voltaic Phantoms, however.

Neuromods: 2

Requirements: N/A

Cost: 25 Psi

Research: Voltaic Phantom (1st scan), Technopath (1st scan)

 

Electrostatic Burst II

This creates an electrostatic burst, dealing up to 40 damage within 4 meters, stunning targets for 6 seconds, and biological targets for 4 seconds. It’s the perfect ability to take down Operators and turrets, as well as other large machines. Avoid using it against Voltaic Phantoms, however.

Neuromods: 4

Requirements: Electrostatic Burst I

Cost: 25 Psi

Research: Voltaic Phantom (3rd scan), Technopath (3rd scan)

 

Superthermal I

This creates a super-heated plasma trap, dealing 80 fire damage within 4 meters. You’ll need to scan a Thermal Phantom to unlock this ability, which is brutal and an absolute must-have.

Neuromods: 2

Requirements: N/A

Cost: 35 Psi

Research: Thermal Phantom (1st Scan)

 

Superthermal II

This creates 2 super-heated plasma trap, dealing 80 fire damage within 4 meters.

Neuromods: 4

Requirements: Superthermal I

Cost: 35 Psi

Research: Thermal Phantom (2nd Scan)

MORPH

Mimic Matter I

You can camouflage, and then take the form of a nearby object. This is a powerful ability, and while it consumes Psi at a rate of two per second, it’s fantastic for getting into tight spaces, and moving through heavily guarded areas.

Neuromods: 2

Requirements: N/A

Cost: 10 Psi

Research: Mimic (2nd scan), Greater Mimic (1st scan)

 

Phantom Shift I

This will allow you to change location from up to 6 meters, leaving a decoy that fools nearby enemies. It’s easy to see why this is a necessary ability!

Neuromods: 2

Requirements: N/A

Cost: 10 Psi

Research: Etheric Phantom (2nd scan)

 

Phantom Genesis I

This is a powerful ability that will create a Phantom, and have them fight for you from a human corpse. You can create up to three at a time.

Neuromods: 4

Requirements: Phantom Shift I

Cost: 50 Psi

Research: Weaver (2nd scan)

 

Phantom Genesis II

This creates a more powerful Phantom.

Neuromods: 5

Requirements: Phantom Genesis I

Cost: 50 Psi

Research: Weaver (4th scan)

TELEPATHY

Backlash I 

This creates a shield for 20 seconds, and prevents one enemy from attacking. A fantastic defensive capabilities.

Neuromods: 2

Requirements: N/A

Cost: 20 Psi

Research: Weaver (1st Scan), Nightmare (1st scan)

 

Backlash II

Prevents two enemies from damaging Morgan.

Neuromods: 4

Requirements: Backlash I

Cost: 20 Psi

Research: Weaver (3rd Scan), Nightmare (3rd scan)

 

Psychoshock I

This ability allows Morgan to unleash a psychic attack against all biological targets, dealing 45 damage, and stopping any Psi abilities for 10 seconds.

Neuromods: 2

Requirements: N/A

Cost: 20 Psi

Research: Telepath (1st scan)

 

Remote Manipulation I

This ability allows Morgan to use his mind to retrieve distant objects. This is fantastic for reaching things that are out of reach, such as certain objects, weapons, keycards, etc.

Neuromods: 2

Requirements: N/A

Cost: 5 Psi

Research: Poltergeist (1st scan), Technopath (1st scan)

 

 

 

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