Where Is Dr Calvino's Keycard
Welcome to IGN'due south Walkthrough for Prey. This guide will seek to encounter you through the disruptive and terrifying world - and showcase how to defeat enemies, notice collectibles, and everything else forth the mode.
This mission spans multiple areas - you lot tin can jump to a specific area of Talos 1 below:
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Admission Dr. Calvino's Workshop
Video Guide: Exploring the Vestibule
Now that you have a moment to expect around, grab the the Teleconferencing Keycard on your desk - and the 3 Neuromods if you haven't still.
A note on your concluding mentions a safe - look left to spot it, and take hold of both the GLOO Cannon Ammo Fabrication Plan, and the Weapon Upgrade Kit.
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Yous should too cheque out Morgan's workshop, which contains a Recycler to finally brand all the junk you lot've found into components that can be used to fabricate items - like at the Fabricator as well in the workshop. Grab the Spare Parts and junk in the room, as well as the Wrench Fabrication Plan, and the key to Morgan Yu'southward Suite Keycard.
Notation: You tin actually boom the Looking Glass much like you lot did in your fake flat to reveal a passage behind it. The corridor leads to a maintenance area that'southward locked by a Full general Access keycard.
As yous leave your part, there's a couple more things to explore before heading through Teleconferencing to the Hardware Labs.
There'southward a locker in your part that DLC items will appear in - but information technology can too exist used to shop items. You can also shop items in the cabinets around your office since you lot'll probably be back hither later.
If you found and fabricated the mighty Huntress Crossbow (which tin be found in the teleconforence room), head dorsum to the first floor to the sealed entrance to Psychotronics. Suspension the barred window on the side and expect for a nearby last that has a door release machinery. You can shoot your flimsy nerf ammo to hit the screen and open the door! Otherwise, you lot'll have to wait until later to enter.
Inside is Elias Black's last, and a level 2 locked safe that holds a Weapon Upgrade Kit and four Neuromods. Notwithstanding the door leading further towards Psychotronics is locked by a General Admission keycard.
OPtional Surface area - Human Resources
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If you return back up to the archway to Neuromod Sectionalisation, a Mimic may have busted out of the barricade to attack. Otherwise, you lot tin either use Leverage to move the barricade bated, or endeavor shoving smaller objects in the side of the barricade to push button them loose.
Inside Hour, there's not much across some food and a few Mimics - but the main role in the back hides some good boodle - including a Suit Chipset adjacent to Thomas Tucker's terminal.
Optional Area - Staff Lounge and I.T. Security
Back up on the second floor, the doors to the Staff Lounge and I.T. Security are as well disrepair, just you can either infiltrate through the balustrade in the heart, or hack through the level one locked I.T. Security door.
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Within the I.T. Security side, there are two Phantoms lurking about. Exist wary, as they have a trend to teleport around, and so throw psionic blasts of yellow energy at yous. Slow them down with a GLOO Cannon and cease them off with the shotgun to put them down.
In one corner yous can find a locked I.T. Supply Cupboard needing a keycard. In the other corner is an office that holds Spare Parts, and opposite on the wall is a cabinet holding a Neuromod, and a Adapt Chipset. Check the nearby desk for the Security Office Keycard, and so look around the room for a drinking glass ceiling. Climb up pinnacle and suspension the glass to go into the maintenance surface area behind your office. Lookout man for a Mimic lurking effectually, too as Spare Parts in an alcove, and more by the sealed back door to your function.
Over in the Staff Lounge, some Mimics are hiding as stools, and 2 more than are in the lounge proper. Kill them, and so check the body of Randolf Hutchinson for loot. Claim all the junk nutrient in the cabinets, and turn them into materials with the nearby Recycler if y'all desire to. Be sure to look for the trunk of Octavia Figgs behind the kitchen counter as she has a TranScribe audiolog: This isn't a Drill.
Optional Area - Trauma Center
Bold you grabbed 1 of the 2 Trauma Center keycards, you tin now enter the surface area on the second floor. Inside y'all'll find the trunk of Anna Goldcrest by a front desk.
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Side Mission Update: The Corpse Vanishes - Nearby is another Security Station Terminal - besides equally Dr. Bellamy's Tracking Bracelet. The terminal implies he was moved from Trauma to Psychotronics which will continue The Corpse Vanishes side mission: Apparently Bellamy's torso was moved to Psychotronics, a place you'll go to explore afterward. You tin also download the expanse map here if you haven't already.
Further in the Trauma is big trouble. The assimilated Phantom of Garfield Langly is stalking about, as well as a fiery Phantom that can deal a lot of impairment and light you on fire. He'll often try to summon a burst of flame below where yous stand and so keep mobile. Try and lure them to you i past one or use sneak attacks - and brand liberal use of the flammable materials strewn near the place. The peppery Phantom is incredibly difficult so brand certain you are well prepared - or relieve the encounter for later. If you lot manage to win, you'll be able to use a Medical Operator Dispenser in the corner of the lab to summon a robot to heal you upwards fast.
When the principal Trauma area is clear, look around the lab for a Medkit Fabrication Programme on a desk-bound near Regina Seller's level 3 locked terminal. In that location's besides the body of Luther Drinking glass on the operating table, and he holds a Neuromod, Spare Parts, and possibly an EMP Charge.
In that location are several rooms to explore in here also. While Hendrik Devries' room needs his keycard, yous can enter Mathias Khol's function to find the body of Apr McGuire. Mathias' terminal has some emails that include the keycode to Quarantine, as well equally Session Logs for Dr. Calvino, Sarah Elazar, and Danielle Sho.
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You can likewise enter Chris Wade'south role to find a broken Operator in demand of repair - as well as enough of Spare Parts.
Around the back of the area is Quarantine - where you lot can hither the sounds of someone under distress. Be certain to bank check the lockers first before heading in to find Jason Immature - currently mind-controlled past Typhons. You lack the power to help him with that, so its your pick if you want to open up information technology up and kill him or try and salvage him later on. He's actually guarding a lawmaking for a safe in Devries' part, which you can see if you motion up against the window.
Teleconferencing Heart
When yous're ready to leave the Lobby behind, enter the Teleconferencing Center near the Executive Offices with your new keycard. It might not be a bad idea to bring the Turret with you, as iii or four Mimics will leap out at you equally you open the door. Tiresome them down if yous can or fall back and shoot to defeat them.
In here you'll notice the trunk of Elias Black, who carries a Silenced Pistol, Suit Repair Kit, ammo, and the Silenced Pistol Ammo Fabrication Plan (If you lot see two Silenced Pistols - one is a Mimic!). Out past the room is the way to the Hardware Labs, which someone has tried to seal off with the GLOO. Be certain to check the desks on the side for Spare Parts, and a broken Recycler you can repair.
Sales Partitioning
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Side Mission Update: Stolen Neuromods - If y'all picked upwardly the Side Mission in the Security Office, there'south ane last identify you can visit before moving on.
Yuri Kimura has an office in the Sales Division here, and she's seen better days - now infested by Typhon equally a Phantom. Get the drop on her phantom course as she patrols the halls and attempt unloading with GLOO before following up with a shotgun or wrench to the face. Be wary you don't go caught off guard past whatever Mimics lurking most either.
Check the back offices of Kelly Randolph to detect a Huntress Boltcaster stashed backside the desk if yous don't have it already, then check Yuri'south office for four Neuromods stashed under her desk - completing the side mission. Don't forget to check her email and notes for some interesting tidbits.
Note: If y'all are playing the Prey Demo, you will be unable to move on from this point.
Hardware Labs
Video Guide: Hardware Labs Vestibule
As yous enter the labs, information technology becomes credible this identify has seen amend days - owing to that explosion you saw before.
Yous'll also come up face up to face with Corrupted Controllers, the not-and so-friendly flying robots. Yous'll be prompted to sneak past them if y'all desire - or yous can bargain some sneak attack damage as it patrols around. Get a loftier enough hacking skill, and you lot can even try and undo the impairment.
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When its destroyed, check the receptionist area to find the body of Hope Ellis property a Wrench, and her terminal with some emails on it. Nearby is the level 2 locked door to Manager Thorstein's Office.
If you have the hacking abilities, you can admission the stairs leading up to the second flooring (as well as a crawlspace with lots of junk and Spare Parts).
If not, you can discover his lawmaking later, or get creative by building a ladder up using the GLOO Cannon. Be sure to cheque both sides of the upper floor, as the other side has kitchen area with the trunk of Nickie Tannar belongings a GLOO Cannon and a Weapon Upgrade Kit.
Director's Role
In the director's office, a Phantom that was once Jorgen Thorstein now stalks the large room. You lot tin ambush him as he patrols to either get a sneak set on off or boring him downwardly. Exist sure to grab Jorgen Thorstein's Cabin Keycard off the body and anything else he carries.
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In that location'south too a nearby briefcase on the ground with 2 Neuromods and exotic fabric - and a level 3 locked safe.
Luckily a note on the side of the safe provides a helpful inkling. Friction match the elements on the annotation with the giant periodic table in the corner to get your code, and open up it to become two Psi Hypos, ammo, and Recycler Charges - useful grenades that catechumen nearby items into their baser materials for easy storage.
Enter the Security Corridor on the outset flooring and deal with some other corrupted Controller. To the right is a locked security door, to the left - a hallway with a Mimic and a Neuromod on a display, and direct ahead is the Security Office and locked archway to the chief Atrium area. Be sure to check the Security Office for the terminal that holds the map, and the Silenced Pistol Ammo Fabrication Plan is on the desk adjacent to it. You lot can also observe a Weapon Upgrade Kit at the weapon locker along with another Silenced Pistol. Yous tin too unlock the nearby Security Gate from the last, which lets you take hold of an unspoiled Sentinel Gun, and provides another admission to the floor above.
Earlier going dorsum upstairs, check the long hall with the Neuromod that ends in a theater room looking down on the Demonstration Phase (which is shielded). There'due south enough of alcohol to boodle here, along with the body of Sean Larsen - who carries the Employee Entrance keycard that yous can use to become into the Atrium. In that location's also a body lurking higher up - climb upwardly to the rafters to notice the corpse of Gregory Kepner property a Neuromod.
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If you desire, you can likewise driblet downwardly below to find a maintenance hatch that leads into a side passage (clean up the burn with the GLOO Cannon) and the body of Randall Wood property a Wrench and EMP Charges. Break his mess to find Spare Parts, and climb up for an alternate archway to the Atrium.
Upper Foyer
If you'd rather head through the upper Entrance hall, you'll have to contend with another Phantom, and a few Mimics hiding around the center table. Against the wall past the table is the body of Titus Kromwell, and over to the left is the desk-bound of Thaddeus York and his terminal with emails - note the bulletin about a turret fabricator programme at Life Support Security Station, and the code to Thorstein's Office if you haven't found a manner in.
On the opposite side of the room York's terminal is a group final for Small Scale Testing. It has a level 1 lock but luckily the password is on a clipboard under the table. There's a lawmaking for the Machine Store Supply Closet in the emails, as well as a reference to a sure Mr. Glooey who can be institute around the corner.
The Atrium
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VIdeo Guide: Hardware Labs Atrium
As you lot enter the Atrium, note the broken Turret you can repair if you have the skills required. Otherwise be on the scout for a Phantom patrolling the lower area.
Apply the Turret to ambush him or become the drop however you tin can - and note the gravity elevators in the corner for easy access up and downwards. Yous can also find the torso of Miyu Okabe at the tiptop of the elevator holding a TranScribe audiolog: Don't Panic.
Farther along the catwalks above the Atrium is a big statue, and a Silenced Pistol and ammo stashed behind it. To the left is the Medical Bay - complete with a handy Operator Dispenser, Medkits, and Medkit Fabrication Plan - equally well as maintenance hatch leading through a crawlspace total of Mimics that leads to the Machine Shop.
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If you look up in the rafters, you can spot a small hatch on the side of the wall to the left of the statue. This crawlspace really leads to an area where someone has apparently come to hibernate and drinkable bear and read i of the Starbender novels instead of work - but you tin also grab a Suit Chipset up hither.
Downward beneath in the Atrium - information technology'due south kind of a mess. Conrad Birchman'south corpse lies in forepart of the primary doors yous can open from this side, and the other side is on burn down - put it out with the GLOO Cannon to score a Medkit in the corner.
The Ballistics Lab entrance is aflame every bit well - and locked - but yous can douse the flames again to reach the corpse of Aime Schmidt who carries the Ballistics Lab Keycard as well as a Recycler Accuse and ammo.
On the other side of the Atrium is your target - Dr. Calvino's Workshop. Unfortunately it's locked - meaning yous need his keycard. January will suggest using the Security Part to activate his Crew Tracker - and doing then will point you lot upwardly to the second flooring where Beams & Waves Lab is.
Side Mission: Aught G Propulsion System - If you check the contrary side of the upper Atrium you tin find the entrance to Beams & Waves Lab - which as been sealed due to a breach, and yous'll come face to face with the floating body of Dr. Calvino himself - his keycard just out of reach. This will start the Zero Thou Propulsion Organization Side Mission to find the tech needed to go far in that location.
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Optional Area - Demonstration Stage
Next to Dr. Calvino's Workshop is the Demonstration Stage you saw earlier from the balcony off the Security corridor. A briefcase in the middle holds a Neuromod and lots of materials - and across from it you can see someone tried to make a hasty GLOO escape, leading to the trunk of Thaddeus York who holds his GLOO Cannon and a TranScribe audiolog: Bring a GLOO Gun.
Beyond him is a hatch with Spare Parts and a Silenced Pistol, and if you check back under the phase you'll find a patrolling Phantom that used to be Clive Lawrence. Have him out from behind as he patrols, and so boodle the assorted materials down below - and expect for a Huntress Boltcaster on a chair forth with ammo. Exist sure to make use of the Recycler here, and check the storage room in the middle to observe a Suit Chipset.
Optional Expanse - Ballistics Lab
Head back to the lab on the start floor of the Atrium, and unlock the door with the key from the nearby torso. Inside is a large property tank full of Mimics. In the left corner you can observe a heavy grate blocking lots of materials and a note that holds the code for the Ballistics Prophylactic. You tin can find said safety on the other side of the room (otherwise having a level 1 lock) that contains a lot more materials. Nearby is the Ballistics Lab terminals which holds a few emails - one of which notes that Dr. Thornstein has fabrication plans for a Recycler Accuse in his quarters.
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On the opposite side of the room past the Mimics is Lily Morris' final - which can either open up the tank or release a Recycler Charge to turn the Mimics into material - yay! Be certain to grab the charges on the table, and check a note near the whiteboard for a warning on the dangers of Recycler Charges.
The Machine Store
Video Guide: The Machine Shop
The path to both Dr. Calvino and the Zero M Propulsion System prevarication in the Machine Shop - and how y'all enter is upwards to you.
You tin can check out Dr. Calvino's storage locker near if office for plenty of parts - and a maintenance hatch leading into the Machine Store if y'all tin can move the debris aside.
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Up on the 2d floor, the Medical Bay has a hatch that also leads to the rafters of the Automobile Shop - cracking for moving unnoticed through the enemy-filled area.
Yous can also try and plug upwardly the electric storm past the main entrance to the Machine Shop or even repair it past looking for another nearby hatch to power it down while you make repairs (information technology shuts power to the door too).
Inside, you can spot two Corrupted Controllers moving around the large bay - with ii big rooms on either side. These make great places to sneak by in, every bit yous can also crawl under them too, and the one on the correct leads to a broken Turret y'all can repair to surprise the Controllers - the room above holds a terminal for Clive Lawrence with some emails.
The room on the left has a terminal that controls a cargo elevator - can can be used to drib debris on the unsuspecting robots. You'll also demand to be wary of any hiding Mimics, as some may be patrolling or hiding deeper in the Machine Store. There's an airlock on the right side along with a downed Controller - merely we need the Propulsion Arrangement before you can caput out into space.
Check the middle of the room for a body of Peter Coleman who has a Neuromod on him, and continue going left to cheque out the fabrication expanse for useful junk, and a Engineer Controller dispenser.
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Further upward is an area where a Radiation Leak has sprung. Radiation is bad news, the longer yous stand up in a radioactive area - the more damage yous take, and if yous get Radiation Sickness your wellness regen will slow, stamina volition drain faster, and y'all'll start getting clumsy. Visit the Medical Operator in the Atrium to cure it.
Past the radiations leak is the Auto Shop Storage Room. Enter it using the code you got in the Foyer to find ii Neuromods and a Weapon Upgrade Kit - besides as a Mimic that will fall from the ceiling.
Next to the door is a nice window to the moon - as well every bit a terminal for a "Moon Door" that appears to be broken. Above y'all is a cargo lift where the torso of Franklin Goode lies with some EMP Charges. You can jump from the lift to go to the Recycler and Fabricator at the far cease, every bit the stairs have collapsed.
Also notation the cage below which is barricaded by heavy objects. Inside is another Corrupted Controller, as well as a treasure trove of great items similar a Neuromod, Typhon Lures, Medkits, Spare Parts and broken Controllers, Psi Hypos, a Weapon Upgrade Kit Fabrication Program (and even another of the Starbender novels).
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Side Mission Update: Zero One thousand Propulsion System - Up acme, you'll find Mary Malinoaro's desk - and her last has files to download both the Huntress Boltcaster Fabrication Plan and FlexiFoam Bolts Fabrication Programme. In the other corner is Franklin Goode's last - and the Artax Propulsion System Fabrication Program lies on his desk. Caput over to the Recycler and make sure you have enough materials to craft the propulsion system and any else you need. At that place should be plenty of materials around the desks to craft the item.
Before leaving, note that you can leap across the cleaved stairs to another cargo lift filled with GLOO to find some materials inside, and if you climb above you tin finding a hiding spot in the rafters with a Huntress Crossbow, as well as alcohol and ammo.
Talos 1 Outside
You're finally ready to have a infinite walk. With the Propulsion System, you can now glide down in regular gravity, and wing around a flake in infinite. Head to the behemothic door lock and printing the final past the stairs to begin the airlock process.
Accept note of the Microgravity controls when y'all enter Cipher-G. It's not true space in the sense things that have blasted out of the Talos one will fly abroad forever - but the microgravity allows things to float around the space station significant you won't be in danger of accidentally falling into space forever.
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Float off through the circular rings and and so plow around to get a good expect at the space station. There are other airlocks marked on your HUD - simply you tin't open them from outside. To the left of the Hardware Labs airlock yous can spot the diddled out labs where Dr. Calvino lies. In that location'southward as well a couple of corpses marked to the left as well if you experience like going for a spin. the body of Karisma Chouhan carries a Medkit and EMP Charge, but it's best y'all don't go besides much farther as the Typhon still have surprises out in infinite.
Instead, head back to the open tear in the Hardware Labs. There'southward a lot to have in here - Spare Parts are floating virtually on the upper flooring, while Shotgun Shells and Psi Hypos tin can be found in the lower lab - along with a level three locked condom that contains a Nullwave Transmitter and 2 Neuromods.
Back in the upper room, locate the body of Lorenzo Calvino, and have Dr. Calvino'south Workshop Keycard, also as the ii Neuromods he carries, and his 2 TranScribe audiologs: The Physician is Out, and First Thing Tomorrow (which gives you lot the code for the Machine Shop Storage Room if you didn't become information technology already).
Side Mission: Alienation Admission - Earlier y'all exit, be sure to repair the Breach Failsafe for the hallway leading to the Beams & Moving ridge Lab - doing so will let you to seal the hallway off and start the Breach Access side mission, letting you access the other lab from back in the Atrium. Be careful every bit you return - as another Phantom has now shown upward in the Atrium.
Optional Area: Beams and Wave Lab
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Side Mission: The Blackbox Project - Before checking Calvino's Lab, head upwards to the alienation and enter the now unlocked Beams & Waves Lab. There are two phantoms here: one in a testing lab on the correct that you can use the Q-Beam Testing Console terminal to fire on, and the transformed Lane Carpenter in a locked room on the left. There's also a Josh Dalton's terminal in the far corner with some emails, and Lane Carpenter's terminal by the locked Black Box door - which will starting time The Blackbox Project side mission. Apparently Lane and Josh were working on something, and Josh Dalton'southward torso deep within Thou.U.T.S. may hold some answers.
Dr. Calvino'south workshop
Video Guide: Dr. Calvino's Workshop
As you enter the Looking Glass Workshop, notation the muzzle full of heavy objects on the correct blocking a Medkit.
If you actually want it - but burn some GLOO alongside the muzzle to grab it from the back. Downstairs you'll come across the panel - besides as a window looking out into space at some unknown Typhons.
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The console is powered downward, so await around near the window to find the generator to turn it on. When the power goes support to the three Looking Spectacles around the panel, head to the Looking Glass Console last to see options for Video Playback, Network Utilities, and Diagnostics. Yous'll notice that you can't access videos until connection is restored - so bank check Network Utilities to restore ARX-SR4BN-1112. Now y'all can finally return to your office to watch that video.
Before leaving, check out Dr. Calvino'southward terminal up the stairs - in that location's some really odd messages about a tumbler and a scale. If you get back down to the Looking Glass Console terminal, watch the ii videos to see Dr. Calvino practice something odd in the corner of the room.
If yous look for a giant toolbox in the corner you tin can find Dr. Calvino'south Tumbler. Grab it, and place it on the scale nearly the console to open up up a cloak-and-dagger compartment. Within you'll discover ii Neuromods, and Lorenzo Calvino's Motel Keycard.
Picket the Rest of your Video
Back in the Talos 1 Vestibule, be warned - the Typhon have not been idle. New Typhon are lurking in the halls yous may have cleared earlier. In fact, new and improved Phantoms and Mimics with purple auras are lurking in Teleconfercening - and may be attacking your turrets if that's the terminal place you left them. Another tougher Mimic may be hiding in the hall to your office - be set up for anything that looks out of identify.
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Inside your office its thankfully Typhon complimentary - head to your computer to watch the full video uninterrupted. Information technology turns out, you have some really bad news for yourself on what to do adjacent: Destroy Talos one. Subsequently dropping this wonderful bombshell, yous'll exist directed to speak with another version of yous - January, who volition pop out of the Operator fabrication unit of measurement in the corner.
Up Next: Detour
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Where Is Dr Calvino's Keycard,
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