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* Turrets are often not very effective, but in certain areas the Nightmare can be trapped within firing range yet unable to hit the turrets, resulting in a guaranteed (if slow) kill.
 
* Turrets are often not very effective, but in certain areas the Nightmare can be trapped within firing range yet unable to hit the turrets, resulting in a guaranteed (if slow) kill.
 
* Nightmare is vulnerable to psi abilities. Four uses of fully upgraded Psychoshock is enough to kill it.
 
* Nightmare is vulnerable to psi abilities. Four uses of fully upgraded Psychoshock is enough to kill it.
* The Nightmare is also susceptible for Mindjack, which will allow the player to escape and hide, while also making the powerful Nightmare sweep the area for other Typhon that often accompany it.
+
* The Nightmare is also susceptible to Mindjack, which will allow the player to escape and hide, while also making the powerful Nightmare sweep the area for other Typhon that often accompany it.
   
 
== Trivia ==
 
== Trivia ==

Revision as of 00:17, May 16, 2017

The Nightmare is a hostile Typhon encountered on Talos-1 during Prey (2017).

Overview

The Nightmare is the biggest, strongest and most dangerous of all the Typhon. Created as a form of response due to the Typhon seeing Morgan Yu as a threat to their species, as Yu unlocks more Typhon powers through neuromods, this action will attract Nightmare attention, provoking it to hunt Morgan down. It will start its hunt after Morgan goes to Deep Storage.*

*It can start hunting after spending enough Neuromod points on multiple Typhon skills at once. Not necessarily after Deep Storage.

Killing it will cause it to respawn 30 minutes later, where as running away and exhausting the timer will cause it to respawn 20 minutes later.

Design

Nightmares look like a bulkier version of a Phantom. They posses six white spots that can merge into one, which serve as eyes and seem to float around instead of walking. Nightmare can also shapeshift to better suit doorways.

Strategy

  • Hide until the Nightmare's associated side quest time is exhausted.
  • Gloo can work for a duration currently thought to be under 10 seconds. Useful for scanning more than offence.
  • Chaining several recycler grenades seems to be the safest method for a kill.
  • Circle strafing with a shotgun (especially upgraded) can often result in a quick kill.
  • If lucky it will spawn in as you are getting on or off the elevator. At that point you are safe from its attacks and can wait out the hunt in the elevator. Then go to a different area for a brief time and head back and it will be gone.
  • Turrets are often not very effective, but in certain areas the Nightmare can be trapped within firing range yet unable to hit the turrets, resulting in a guaranteed (if slow) kill.
  • Nightmare is vulnerable to psi abilities. Four uses of fully upgraded Psychoshock is enough to kill it.
  • The Nightmare is also susceptible to Mindjack, which will allow the player to escape and hide, while also making the powerful Nightmare sweep the area for other Typhon that often accompany it.

Trivia

  • Nightmare is reminiscent of the Nemesis monster from Resident Evil 3

Gallery

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