Typhoon Powers | Chartacter development Prey Guide
Last update: 16 May 2017
[desc] This chapter contains a short rundown of the Typhoon powers, i.e. the power harnessed from scanning Typhoons. The section contains a short rundown of the prerequisites, as well as tips on how to unlock the individual powers. [/desc]
Typhoon Powers are the second category of neuromods that can be unlocked during the course of the game. In opposition to human powers, which are available from the beginning (provided you have the required number of neuromods), Typhoon powers are unlocked once you've managed to get through the initial story quests and had explored some of the areas found on the station. The sections below contain more details on how to unlock these powers and describes certain limitations that stem from using the said abilities.
Acquiring the Psychoscope
The opportunity to harness Typhoon powers first appears once you've managed to access Talos I's Psychotronics section, which happens during one of the initial story quests (An Office With a View). Your progress through the level will be stopped by a decontamination room which requires you to wear a Psychoscope in order to get past the checkpoint.
Enter the men's bathroom and use the large rupture in the floor to descend to the floor below.
Proceed to the large glued-up wall. Unexpectedly, the wall will be ruptured by a few Mimes - eliminate them. Use the opening to enter the next room and search the body belonging to Janos Jozsef. You'll find a Psychoscope - take it with you and Morgan will equip it automatically. You can now safely return to the upper floor (watch out for a new Phantom) and get through the decontamination checkpoint.
Scanning Typhoons
Use the gravity shaft to access the Atrium. You'll be contacted by Alex Yu, who will tell you more about scanning Typhoon organisms through the Psychoscope, while your character will be able to perform a practice scan of a hibernated Phantom.
Even if your inventory contains a complete list of all available abilities, the Morph powers are locked by default, requiring you to scan certain types of Typhoons (aliens). To perform a scan, activate the Psychoscope, target the chosen Typhoon, and wait until the scanning procedure is completed.
As can easily be imagined, unlocking all the abilities requires a number of successful scans. There are certain restrictions to be taken into account:
- The scanned creatures have to be alive - you cannot scan their remains! If you want to focus on harnessing the Morph powers, consider adding additional points into Stealth and any other abilities that will allow you to safely approach your target and scan him. In theory, the Psychoscope can be used during battle but it can be hard for you to pay attention to both types of actions (defending yourself and making sure that scanning is completed). This problem can be partly avoided by installing scope chipsets that speed up the scanning process.
- The requirements for the individual powers often see you scan the given Typhoon (e.g. a Mime) more than once. Once the requirement has been met, you'll receive a message that details which power has been unlocked.
- You can check your current progress and learn more about the types of aliens by visiting the Research tab on your TranScribe. Once you've completed your research on a certain type of the alien, you can ignore him completely during your further adventures.
Warning - Even if you are not aiming to make use of the alien powers, consider scanning each enemy at least once (you can scan Typhoons, as well as humans and robots), as each scan allows you to view the strong and weak points of the scanned opponent (e.g. vulnerability to firearms or EMP charges), giving you an advantage during the following battles.
Buying and Equipping Morph Powers
Performing the required number of scans unlocks the given power (e.g. see screenshot 1), which still requires a certain number of neuromods. Morph powers are often very expensive, and may force you to spend even up to 3 or 4 neuromods in order to unlock them.
Note - This category of powers is built mainly from active abilities. Equip them by activating the wheel menu (screenshot 2) and assigning them to the chosen key. Using those abilities require additional PSI points (view the chapter on Combat to learn more about this mechanic).
Restrictions
Unfortunately, alien powers have a certain downside - a morph-heavy build makes you a target for the station's security, including the defense turrets that will fire at you on sight. To counter these objects, either focus on stealth and bypass the obstacles, or equip powers, weaponry, or gadgets (EMP charges) that will allow you to neutralize the threat.