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Prey guide: Talos 1 Lobby optional rooms

Exploring the rest of the lobby

Jeffrey Parkin (he/him) has been writing video game guides for Polygon for almost seven years. He has learned to love just about every genre of game that exists.

After you get to your office, it’s time to explore the rest of the lobby. In this guide, we’ll show you all of the rooms.

If you're looking for something that isn't in this guide, check out our Prey walkthrough for "First Day on the Job," "Break Out," "An Office with a View" and "Everything You Know is About To Change," where we cover the critical path that leads you to the Talos 1 Lobby. It's also a good way to make sure that you did everything you needed to do.

Table of contents

Level 1

Security Office / Security Station

Ironically, the Security Office is the easiest to get into. There are two approaches to gaining entry — you can find the keycard in the I.T. Department, or you can crawl through a vent.

To get to the office, head to the back right corner of the lobby. There’s a hallway with stairs down labelled, helpfully, "Security." If you have the keycard, just walk right in. If you don’t, climb up the large, yellow pipe that runs along the wall in the hallway. Take that pipe through the air vent, which will drop you into the office.

On the front desk, pick up Elias Black’s Fatal Fortress character sheet for Captain Stabfellow (he’s got "chestnut brown hair and huge muscles") and a weapon upgrade kit. From Elias’ computer, download the area map for the Talos 1 Lobby.

Next is Chief Sarah Elazar’s office. Grab the shotgun and shells off of her desk, then read the note stuck to her lamp — it has the code to the holding cell off to your left. Check her emails while you’re here. Then, check the religious book. There’s a quote inside from Judges 5:26. Enter the code 0526 to open the safe — you’ll find some grenades and other goodies inside.

Now head to the holding cell. Shoot the mimic posing as the dead man’s chair, then check the note on the desk in front of him to pick up the "Stolen Neuromods" optional objective.

Level 2

I.T. Department

On the second floor — on the left side when you enter the lobby, or the east side of the map — is the I.T. Department. There’s only one way inside, which is with the (also ironically easy) Hacking 1 ability. Before you go barging in, it’s a good idea to set up a couple of turrets outside (or just inside) the door because there are two phantoms inside.

Try not to blow up the explosive canisters, though. You’ll be using those in a minute.

Head into the workshop on the right to pick up some spare parts. There’s a computer console on the right side of the room with the Security Office keycard.

Continue through I.T. to find a door that leads to the Staff Lounge.

Staff Lounge

There are two ways to get to the Staff Lounge. The first is by going through the I.T. Department. The second is by jumping onto the balcony between the lounge and I.T. — either from the hanging sculptures in the middle of the lobby or by running along the ledge from the either of the stairs.

Take care of the mimics before you explore too far into the lounge — there are three of them. To the left of the door is a recycler. And the kitchen cabinets and the refrigerator are full of food. (Don’t pick up the food — just come back here and eat it straight out of the cabinets when you need to heal. That way, you won’t waste inventory space on cans of tea or apples.)

Human Resources

There are also two ways into HR. The obvious way is to upgrade to the Leverage 3 ability and move the barricade — but this will require a lot of valuable neuromods. The easier way is to grab an exploding canister — like the ones in the I.T. Department across the hall — and drop one on the couch blocking the door. Shoot the canister, and the explosion should knock over the barrier, letting you inside.

There are some FlexiFoam darts on one of the desks in the bullpen area. After you find them, head for the office on the right side of the room. There’s a mimic inside, so be careful. After you kill it, grab the medkit off the wall and the suit chipset off of the desk to the left of the computer.

Trauma Center

There are at least two keycards for the Trauma Center — one is at the reception desk on the back side of the elevators, and the other is in Bianca Goodwin’s office on the third floor (two doors down from your office). There’s a lot to find in the Trauma Center, but you’ll also have to face a phantom and super strong, on-fire version of a phantom to get to them.

Use any turrets you have around and the explosive canisters littering the Trauma Center to handle the Typhons — you’re not going to do well in a head-on fight. Once they’re out of the way, start picking up anything not nailed down. Here are the highlights:

  • There’s another copy of the area map on the computer at the reception desk out front.
  • Mathias Kohl’s office is on the left side of the Trauma Center. Check his email for the Quarantine keycode.
  • The medical technician’s office — on the wall behind the reception area — has a bunch of spare parts and other bits of recyclable stuff.
  • To the right of Regina’s computer — which is on the desk between the glass room and the wall where the medical technician office is — you’ll find the medkit fabrication plan.
  • Check the corpse in the middle of the glass room for a neuromod and some other items.
  • You can summon an operator from the big green dispenser in the back. If you talk to it, you’ll get completely healed. If you keep talking to it, it’ll tell you a joke. We recommend stopping talking before you get to that point.
  • Check the lockers for a psi hypo and some other goodies.
  • There’s another psi hypo in the closet next to the Quarantine area.
  • There’s one more psi hypo through the door into the Quarantine area.
  • Use the keycode you got from Mathias’ email, then handle the mind-controlled patient in Quarantine. There’s nothing to pick up inside, but he’s left some interesting graffiti on the wall.

Level 3

Teleconferencing Center

You picked up the keycard for the Teleconferencing Center from your desk in your office, and the entrance is right across from the Executive Offices (where your office is). There are several mimics that will jump you as soon as you open the door, so have your gun (or a turret) ready.

There’s really only one thing to pick up in here — the silenced pistol next to the corpse right inside the door. Just make sure you’re grabbing the pistol and not a mimic.

Continue through the Teleconferencing Center to get to the (entrance to the) Hardware Labs, and to find the bridge across the lobby to the Sales Division.

Hardware Labs

The actual Hardware Labs are through the door and behind a load screen. But there’s a small room off to the left before you get there that has a couple things to grab. There are a couple spare parts on the desks — which is good, because there’s also a broken recycler.

Sales Division

After you pass through the Teleconferencing Center, you can turn right and take the walkway across the lobby. There’s no code or keycard required to enter the Sales Division, so you can just walk in — but you shouldn’t. Open the door carefully and keep an eye out to your left for a phantom.

You can sweep the entire floor for a few things to pick up, but the important stuff is off to the left side of the room in the separate offices. The first office, Kelly Randoph’s, has a mimic pretending to be a chair to deal with. The fight is worth it, though, because behind her desk is our favorite weapon — the Huntress Bowcaster (it’s a Nerf crossbow). It won’t deal any damage, but it can be used to get Typhon’s attention. If that’s something you’re into.

The second office belongs to Yuri Kimura — whose name you might recognize from the note in the holding cell in the Security Office. You can check her email and read the file on her desk, but the important thing is a case with four neuromods.

Neuromod Division

Simulation Debriefing Room

When you watch the message from yourself in your office, you can walk up to the Looking Glass and look around the holographic room you’re recording in. If you look to the left, you’ll see an old version of the whiteboard in the Simulation Debriefing room with the safe combination before it was erased — 5150.

Make your way all the way back to the simulation room — you’ll have to backtrack all the way past the helicopter landing pad. Go into the debriefing room and open the safe for the psi hypo plan, a suit chipset and some other goodies.

Volunteer Quarters

You learn the keycode for the Volunteer Quarters in the Neuromod Division from Bianca Goodwin’s email — she’s in the Executive Offices two doors down from your office (it’s the same place you pick up (one of) the Trauma Center keycards.

When you get back there, your first job is to get to the second floor. Make yourself a staircase with your GLOO cannon or go repair the grav lift you passed earlier. Work your way around the second floor to find the Volunteer Quarters.

Inside, the path and the rooms on the right side will take you through the volunteer quarters where there’s a lot of food to pick up. There’s also a Typhon poltergeist (which is a lot scarier than difficult to fight).

The interesting path is straight ahead of you. Go through the door on the left wall and into the "authorized personnel only" room. Clear the room of it’s contraband (especially the recycler charge grenades in the right corner), then turn your attention to the desk. Grab the disruptor stun gun fabrication plan from the desk, then crawl through the air vent behind the desk.

You’ll need to make yourself another GLOO staircase to get out of the next room. Climb up and to the left to find your way to Fabrication. There’s a suit chipset on right side of the desks in the middle of the room.

Be careful here — there’s a Typhon technopath in the main fabrication room. Your goal for coming here is in the room with the technopath, so you don’t have a lot of choice — unless you just want to wait until you’re better prepared. But just know that if you take it on, it’s a very, very, very hard fight. If you’ve got the abilities (and the practice), stealth will serve you well here to keep you from using all of your bullets and medkits.

Before you leave this first room, there’s a couple turrets in here with you that you can use in the coming fight. Head out the opposite side of the room from where you came in and drop to the lower floor. Set up your turrets and then look around in the storage room for a few explosive canisters — you’ll probably need these in the fight as well.

If you choose to fight or to avoid, hiding under the desks in the main fabrication room is your best approach. And use the grav lifts in the corner to escape the technopath’s attention (and deadly, deadly ranged attack). Regardless of how you handle the technopath, your goal is the body of Fredrick Steele over by the crane on the right side of the room. He’s got the keycard for Halden Graves’ office upstairs.

Get back upstairs to the second floor (basically right above Fred’s body) to find Graves’ office. Check his emails and use the utilities menu to unlock the storage vault downstairs (it’s got a ton of exotic material inside).

Check the conference room attached to the office to find the neuromod fabrication plan and a transcribe to listen to. Then check the whiteboards for some disturbing information.