While fascinating, the Typhon are extremely aggressive and surprisingly intelligent. Each Typhon possesses a host of abilities. Scanning an organism with a Psychoscope reveals its weaknesses, immunities, abilities, and other research notes. Scans can also unlock new abilities, accessible by installing Neuromods.
Mimic
| Weaknesses | GLOO, Q-Beam |
| Immunity | EMP |
| Scannable Powers | Mimic Matter I, II; Regeneration I |
Psychoscope Scans
| Total Scans Required | 4 |
| Typhon Abilities Researched | Mimic Matter I (2nd Scan), Regeneration I (4th Scan) |
Research Notes
Typhon cacoplasmus
Excerpt From Psychotronics Database: One of the first Typhon discovered during the Vorona I incident in 1960, Mimics are capable of imitating nearby objects. During incident case #0648-040163, it was observed that Mimics use other living organisms as a reproduction medium, killing their prey in the process. In accordance with the Pobeg Protocol, Mimic specimens are not to be released in environments with a containment rating of less than S4.
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Morgan’s Notes: Imitation power seems limited to objects roughly the mass of the Mimic itself. Could the Psychoscope be modified somehow to detect hidden ones? Get to high ground and immobilize with GLOO cannon. |
Counter Tactics
The Mimic is the most common Typhon organism aboard Talos I, first encountered in the Simulation Labs of the Neuromod Division. It can transform itself into small and moderately-sized objects. When transforming, Mimics always take the form of a nearby object. So if you see two identical objects next to each other, there’s a good chance one of them is a Mimic.
Mimics move quickly. Use the GLOO Cannon to slow them down, then dispatch them with your weapon of choice. A few strong strikes with a wrench is usually enough to kill these threats (killing Mimics with the wrench helps conserve ammo). If confronted by large numbers of Mimics, consider tossing a Recycler Charge into the group and step back as they’re converted into exotic material.
If you suspect an object is actually a Mimic, shoot or strike it to inflict bonus damage. Alternatively, toss a Typhon Lure toward the suspicious object. The Typhon Lure draws Typhon entities toward it, drawing Mimics out of their hiding place. If a Typhon Lure attracts multiple Mimics, toss a Recycler Charge at the group to wipe them all out.
Phantom
| Weaknesses | GLOO |
| Immunity | EMP |
| Scannable Powers | Kinetic Blast I, II |
Psychoscope Scans
| Total Scans Required | 4 |
| Typhon Abilities Researched | Kinetic Blast I (2nd Scan), Kinetic Blast II (4th Scan) |
Research Notes
Typhon anthrophantasmus
Excerpt From Psychotronics Database: Phantoms are not wholly alien. Created by Weavers using human remains, Phantoms have been known to exhibit human-like neural patterns at times. But as noted in observation log #1621-041477, while Phantoms may also attempt to reproduce human phrases, they do not appear to retain any form of actual speech or human comprehension. Due to the specimen’s explosive speed, Phantoms must be subdued or enclosures purged before attempting to enter.
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Morgan’s Notes: Use GLOO to slow them down. Telekinetic projectiles pack a big-ass punch but can be dodged. Better to get in close and personal. Tracking bracelets on them are still active. |
Counter Tactics
Avoid toe-to-toe confrontations with Phantoms until you gain access to heavier weapons like the Shotgun or Q-Beam. Until then, use the GLOO Cannon to slow their movements, allowing you to retreat or attack with the Silenced Pistol or turrets. Phantoms have a tendency to fall to the ground after sustaining heavy damage—keep hitting them before they can get back on their feet.
Watch for the yellow glow emanating from a Phantom’s head. This is the sign of an imminent Kinetic Blast ranged attack. When you see this glow, immediately begin moving laterally in an effort to dodge the approaching telekinetic projectile. Dodging ranged attacks is preferable to taking on the Phantom at close range, where it can inflict serious melee damage.
Phantoms are created by Weavers from the corpses of Talos I crew members. In some instances, the victim’s name appears atop the Phantom’s health meter at the top of the HUD. Once eliminated, be sure to search these named Phantoms for supplies including keycards and TranScribes.
Etheric Phantom
| Weaknesses | Q-Beam |
| Immunity | None |
| Scannable Powers | Phantom Shift I, II; Ether Resistance, Ether Absorption |
Psychoscope Scans
| Total Scans Required | 5 |
| Typhon Abilities Researched | Phantom Shift I (2nd Scan), Ether Resistance (3rd Scan), Phantom Shift II (4th Scan), Ether Absorption (5th Scan) |
Research Notes
Typhon anthrophantasmus psychoetheric
Excerpt From Psychotronics Database: It is unclear at this time what prompts a Weaver to invest additional resources in the creation of these more powerful Phantoms. However, testing has revealed that these Phantom specimens are much more durable and more dangerous than their weaker cousins.
Addendum: Of particular note is the Etheric Phantom, which produces a particulate cloud that is highly toxic and disruptive to normal matter. The Phantom is capable of manipulating this particulate to create a duplicate of itself for short periods as demonstrated in test log #1629-0231. Please note that in addition to standard purge procedures required for Phantom study, any enclosure used to house an Etheric Phantom must have its atmosphere cycled.
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Morgan’s Notes: Prefers close combat. Given the chance, will split into a weaker duplicate. GLOO down or use Nullwave to stop this. Try to attack from a distance. Avoid ether clouds. |
Counter Tactics
Upon first glance, the Etheric Phantom looks just like a standard Phantom. But this variant is equipped with the Phantom Shift ability, capable of creating a decoy of itself, while shifting its true position. This creates the illusion of facing two Phantoms simultaneously—but only one of them is real. The decoy remains visible for a few seconds, creating a sense of confusion and panic.
To prevent an Etheric Phantom from using its Phantom Shift ability, hit it with a Nullwave Transmitter or Psychoshock. Incapable of creating a decoy, the Etheric Phantom will attempt to move to close range and inflict damage with melee attacks. Use GLOO to slow the Phantom’s movement then hit it with your Q-Beam until it explodes. It only takes a short burst from the Q-Beam to kill an Etheric Phantom. The Shotgun and turrets are also effective against these Phantoms.
Avoid contact with the purple, puddle-like substance left behind by an Etheric Phantom. These puddles can inflict damage if you touch them. Simply jump or walk around affected areas. The puddles eventually dissipate over time.
Greater Mimic
| Weaknesses | GLOO, Q-Beam |
| Immunity | EMP |
| Scannable Powers | Mimic Matter I, II, III; Regeneration I |
Psychoscope Scans
| Total Scans Required | 5 |
| Typhon Abilities Researched | Mimic Matter I (1st Scan), Regeneration I (2nd Scan), Mimic Matter II (3rd Scan), Mimic Matter III (4th Scan) |
Research Notes
Excerpt From Project Axiom Archive: Observation log #2042-052465. Researcher: Louis Sullivan. A preliminary observation reveals that specimen 14 is moderately larger than any of the other Mimic specimens collected from the Kletka incident, but a far more fascinating aspect is what appears to be its advanced mimicry ability. Specimen 14 has on numerous occasions demonstrated the capability of reproducing objects whose size and complexity far outstrip the abilities of any of the other specimens. What’s more, many of these reproductions appear to be fully functioning.
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Morgan’s Notes: Can mimic turrets and Operators. Will attempt to go directly for the face. Stay away and immobilize with GLOO. |
Counter Tactics
As the name implies, the Greater Mimic is a larger and more advanced variant of the standard Mimic. Using Mimic Matter III, this organism can transform into larger, more complex objects including turrets and Operators.
Greater Mimics are more durable and aggressive than their smaller cousins. Upon detection, use your GLOO Cannon to immobilize them, then follow up with Silenced Pistol or Shotgun attacks. If you’re low on ammo, wrench attacks can work in a pinch. But such engagements should be a last resort given the enemy’s durability and strong melee attacks.
If you suspect an area is occupied by a Greater Mimic, deploy a Typhon Lure in an attempt to draw it out. Nullwave Transmitters are equally effective, preventing the Greater Mimic from transforming.
Cystoid Nest
| Weaknesses | None |
| Immunity | None |
| Scannable Powers | None |
Psychoscope Scans
| Total Scans Required | 1 |
| Typhon Abilities Researched | N/A |
Research Notes
Excerpt From Project Axiom Archive: Observation log #2042-010265. Researcher: Louis Sullivan. The outer layer of each Cystoid Nest appears to be made of an exceptionally thin layer of the same material that makes up most Typhon. Indeed, the nest appears to be just as fragile as the Cystoids themselves, making it less of a protective structure and more like a living mine. It’s possible that the Weaver uses these to mark and even defend its territory from any kind of intruder. Initial scans reveal they are constantly leaking lethal levels of radiation.
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Morgan’s Notes: Steer clear unless you want radiation sickness or a swarm of Cystoids after you. |
Counter Tactics
Cystoid Nests are usually found in microgravity environments such as the G.U.T.S. or the station’s exterior. But they can also be found attached to walls and ceilings within the station. These sack-like structures are created by Weavers and serve as a type of protective incubator for Cystoids. If disturbed, the nest bursts, releasing several volatile Cystoids.
Given their volatile contents, it’s best to eliminate Cystoid Nests as soon as they’re detected. The fragile nest can be ruptured with any projectile weapon (the GLOO Cannon works well). Once the nest has been compromised, immediately focus your fire on the Cystoids before they spread out. Try to hit the Cystoids while they’re still clustered—striking a Cystoid once can trigger a chain reaction of explosions, wiping out the whole swarm.
Keep some Anti-Rad pills handy when operating around Cystoid Nests. If you get too close, you’ll experience severe radiation exposure, potentially leading to radiation sickness. Once a nest is destroyed, the radiation dissipates quickly, posing no significant risk.
Cystoid
| Weaknesses | None |
| Immunity | None |
| Scannable Powers | Kinetic Blast I |
Psychoscope Scans
| Total Scans Required | 3 |
| Typhon Abilities Researched | Kinetic Blast I (3rd Scan) |
Research Notes
Excerpt From Project Axiom Archive: Observation log #1824-122864. Researcher: Louis Sullivan. It’s fortunate the Weaver produces so many of these because keeping Cystoids alive for long outside of those nests has proven to be exceptionally difficult. Despite the lack of any visible sensory organs, each Cystoid seems capable of detecting us through unknown means, detonating on proximity. If we can figure out what it uses to “see,” we may be able find a way to “blind” it long enough to get a closer look.
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Morgan’s Notes: Attracted to movement. Throw something to distract them. Try to group them up to take them out with fewer shots. Releases a burst of radiation on death. |
Counter Tactics
These highly volatile organisms emerge from Cystoid Nests in large groups and move in erratic swarms. Cystoids are attracted to movement, so try to identify and eliminate all Cystoids before traversing an infested area. If they get too close, they’ll explode, inflicting significant damage. Use your Psychoscope to identify and track swarms.
The Cystoid’s volatile nature and swarm-like behavior works against them—shoot one Cystoid within a swarm to trigger a chain reaction of explosions. A well-placed shot can wipe out a whole swarm. Both the Silenced Pistol and GLOO Cannon work well for engaging swarms. Or fire a foam dart from the Huntress Boltcaster to serve as a decoy—the Cystoids will chase after the dart, allowing you to slip past them.
In microgravity, Cystoids are extremely mobile, capable of swift movement in any direction. But under gravity conditions, Cystoids can only roll along the floor. Consider creating a GLOO barricade between yourself and the Cystoids, preventing them from getting too close.
Weaver
| Weaknesses | Nullwave, Psychoshock |
| Immunity | EMP |
| Scannable Powers | Backlash I, II, III; Phantom Genesis I, II |
Psychoscope Scans
| Total Scans Required | 5 |
| Typhon Abilities Researched | Backlash I (1st Scan), Phantom Genesis I (2nd Scan), Backlash II (3rd Scan), Phantom Genesis II (4th Scan), Backlash III (5th Scan) |
Research Notes
Typhon geneocratis
Excerpt From Psychotronics Database: Along with Mimics, Weavers were some of the first Typhon encountered near the Vorona I. As observed in log #0215-051060, in larger Mimic populations, one Mimic will be chosen via an as-yet-unknown mechanism to undergo a specialized metamorphosis. The chosen Mimic is stung repeatedly by the others, triggering a rapid change, resulting in a new Typhon geneocratis, or “Weaver.” Weavers appear to be central to the Typhon ecology, largely as vectors for production for some of the other species as well as the substance known as Coral.
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Morgan’s Notes: Prefers to avoid direct fights. Watch out for Cystoids. Protected by a shield that floods attackers with a terror effect when struck. GLOO ineffective while shield is up. |
Counter Tactics
Weavers are commonly found in microgravity environments and are responsible for creating Cystoid Nests, Phantoms, and the mysterious substance known as Coral. Using their Phantom Genesis abilities, Weavers can create a variety of Phantom variants from human corpses. Possessing limited offensive capabilities of their own, Weavers rely on Cystoids and Phantoms to engage threats.
Avoid detection when approaching Weavers. If you’re spotted, Weavers may trigger their Backlash ability, creating a defensive shield capable of blocking your attacks. Initiate attacks by tossing a Nullwave Transmitter next to the Weaver, temporarily preventing it from using its Psi-based abilities (Psychoshock is equally effective). Follow up by hitting the Weaver with your Q-Beam until it explodes.
After defeating a Weaver, don’t forget to scour its remains. These large organisms yield impressive quantities of Typhon Organs and Typhon Plasma you can recycle into exotic material.
Voltaic Phantom
| Weaknesses | EMP, Nullwave, Psychic |
| Immunity | Electric Stun |
| Scannable Powers | Electrostatic Burst I, II, III; Electrostatic Resistance; Electrostatic Absorption |
Psychoscope Scans
| Total Scans Required | 5 |
| Typhon Abilities Researched | Electrostatic Burst I (1st Scan), Electrostatic Resistance (2nd Scan), Electrostatic Burst II (3rd Scan), Electrostatic Absorption (4th Scan), Electrostatic Burst III (5th Scan) |
Research Notes
ERROR: UNKNOWN TYPHON ORGANISM. No entries found. Please contact Dr. Hans Kelstrup, Director of Psychotronics.
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Morgan’s Notes: Never created in the lab—until now. Weaver’s abilities must be adapting. Electromagnetic fields disrupt everything around it. Electrocutes anything dumb enough to get close. Like the thermal, keep as far away as possible. Looks like it can super-charge Mimics too. |
Counter Tactics
Like all Phantoms, Voltaic Phantoms are created by Weavers from the corpses of humans. This particular variant is imbued with electricity and capable of delivering devastating Electrostatic Burst ranged attacks. Needless to say, try to avoid detection when encountering these enemies. This will buy you time to scan the Phantom and devise a plan of attack.
Before getting a Voltaic Phantom’s attention, it’s important to disable its electric-based abilities. Initiate your attack by tossing an EMP Charge or Nullwave Transmitter next to the Voltaic Phantom, temporarily preventing it from initiating Electrostatic Burst attacks. Next, hit the Voltaic Phantom with your Q-Beam until it explodes. Other projectile weapons are effective too, but avoid using the Disruptor Stun Gun—it has no effect.
The electromagnetic field surrounding the Voltaic Phantom interferes with the GLOO Cannon, Disruptor Stun Gun, and Q-Beam, temporarily causing malfunctions. So keep your distance when using these weapons. If the Voltaic Phantom moves to close range, switch to your Shotgun to finish it off.
Technopath
| Weaknesses | Electric, Explosive, Psychic, EMP |
| Immunity | None |
| Scannable Powers | Electrostatic Burst I, II, III; Remote Manipulation I, II, III; Machine Mind I, II, III |
Psychoscope Scans
| Total Scans Required | 5 |
| Typhon Abilities Researched | Machine Mind I, Electrostatic Burst I, Remote Manipulation I (1st Scan); Machine Mind II, Remote Manipulation II (2nd Scan); Electrostatic Burst II (3rd Scan); Machine Mind III, Remote Manipulation III (4th Scan); Electrostatic Burst III (5th Scan) |
Research Notes
Excerpt From The Engineering Database: Maintenance log #1546-011735. Filed by: Carlos Popinga. It took forever, but repairs to Arboretum airlock doors are finally complete. I think someone’s been tampering with the electronics up there. When I popped open the control box, the whole thing looked like someone had been at it with a soldering iron, just a bunch of crossed wires—stuff that’s not even supposed to be in there. The programming was all wonky, too. I had to wipe it clean and reinstall. I’ll have to bring up an Engineering Operator to clean up the rest of this. I’m filing a report with security about this, too. We have enough junk malfunctioning around here.
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Morgan’s Notes: Takes control of nearby tech. If this thing gets ahold of turrets, you’re dead. Shrugs off GLOO. Prefers to keep away from enemies. Stun or Nullwave it to get in close. |
Counter Tactics
Technopaths are responsible for countless malfunctions on Talos I, including interference with the main lift linking the Lobby to the Arboretum and Life Support. These organisms are extremely deadly, capable of delivering devastating Electrostatic Burst attacks, just like the Voltaic Phantom. Furthermore, they can take control of turrets, wielding up to two at a time.
In addition to wielding turrets, Technopaths can also corrupt Operators. Corrupted Operators pose a significant risk individually—when confronted at the same time as a Technopath, be prepared to retreat. Eliminate the Corrupted Operators before engaging the Technopath. EMP Charges, Electrostatic Burst, and the Disruptor Stun Gun are most effective against Corrupted Operators.
Before attacking a Technopath, take steps to disable its abilities. If a Technopath has control of turrets, use Electrostatic Burst or an EMP Charge to disable the turrets, causing the Technopath to drop them. Next, use Psychoshock or a Nullwave Transmitter to temporarily nullify the Technopath’s Psi abilities. Finally, target the Technopath with your Q-Beam to finish it off. Technopaths are extremely durable, requiring a prolonged Q-Beam attack to deplete its health. So make sure the weapon is fully loaded before commencing the attack. Turrets dropped by Technopaths must be hacked to restore their default targeting protocol; otherwise, they’ll continue shooting you.
Poltergeist
| Weaknesses | Fire |
| Immunity | None |
| Scannable Powers | Remote Manipulation I, II, III; Lift Field I, II |
Psychoscope Scans
| Total Scans Required | 5 |
| Typhon Abilities Researched | Remote Manipulation I (1st Scan), Lift Field I (2nd Scan), Remote Manipulation II (3rd Scan), Lift Field II (4th Scan), Remote Manipulation III (5th Scan) |
Research Notes
Typhon dysmorpha
Excerpt From Psychotronics Database: Poltergeists are not a normal part of the Typhon ecology. Instead, they appear to be a result of a rare mutation that occurs in less than 5% of Phantom genesis cases. The Poltergeist is also the only known Typhon to possess the ability to render themselves invisible, undetectable even to Psychoscope scanning. The exact mechanism is unknown at this time as their limited numbers make adequate study difficult. Please note that any enclosure used for Phantom genesis studies must be subjected to a full purge to avoid overlooked Poltergeist specimens.
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Morgan’s Notes: Prefers to ambush prey. Uses psychokinetic action to throw objects. Stunted legs make it slow. Use a Typhon Lure to help detect it or wait for it to attack. |
Counter Tactics
These troublesome entities are completely invisible until they attack, but their presence is unmistakable—watch for malfunctioning equipment and floating furniture and other objects. Poltergeists have the ability to throw large objects, capable of inflicting heavy damage. If you spot an object levitating, don’t wait for it to come crashing into you—immediately move laterally to prevent getting hit.
Using their Lift Field ability, Poltergeists can lift you and other objects into the air. If you find yourself suspended high above the floor, activate your propulsion system to slow your descent. Otherwise, you’ll sustain significant fall damage. If a turret is present, Poltergeists tend to target them first, lifting them into the air before dropping them to the floor. Dropped turrets must be redeployed and possibly repaired.
Poltergeists are extremely elusive. Draw them out by using Typhon Lures. This causes them to appear momentarily, allowing you to scan them with your Psychoscope. Kill Poltergeists by rapidly shooting them with the Silenced Pistol or Shotgun. Even when invisible, Poltergeists can sustain damage from attacks. So don’t hesitate at shooting a Poltergeists’ last known location—you just might score a hit. Poltergeists are also vulnerable to fiery attacks, making the Superthermal Typhon ability a good alternative.
Telepath
| Weaknesses | Explosive, Fire, Nullwave |
| Immunity | Backlash |
| Scannable Powers | Psychoshock I, II, III; Kinetic Blast I, II, III; Mindjack I, II, III |
Psychoscope Scans
| Total Scans Required | 5 |
| Typhon Abilities Researched | Psychoshock I, Kinetic Blast I (1st Scan); Mindjack I (2nd Scan); Psychoshock II, Kinetic Blast II (3rd Scan); Mindjack II (4th Scan); Psychoshock III, Mindjack III, Kinetic Blast III (5th Scan) |
Research Notes
Typhon psychocratis
Excerpt From Psychotronics Database: The Telepath is considered to be one of the most dangerous known Typhon. Capable of psychically controlling weaker-willed organisms and even people, it is almost impossible to contain for further study.
WARNING: Please note that subsequent to incident case #1405-031433, the creation/containment of Telepath-class specimens is no longer permitted. All personnel entering Psychotronics are required to wear a Psychoscope in addition to regular safety equipment.
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Morgan’s Notes: Powers not just limited to mind control. Watch out for the homing spheres. Can emit a powerful wave that nullifies other psychic abilities around it. Getting too close will get you mangled by another powerful blast. GLOO doesn’t seem to work well. Should keep away from it. Stick to long-range weapons or a Nullwave device. |
Counter Tactics
Telepaths are the source of all the mind-controlled humans aboard Talos I. In addition to taking control of humans, this organism can temporarily nullify Psi abilities with its Psychoshock attacks or inflict heavy damage with Kinetic Blasts. With a wide array of offensive capabilities, Telepaths are extremely dangerous and should be approached with caution—stay low and prevent drawing its attention until you can devise a course of action.
These organisms tend to surround themselves with mind-controlled humans—these victims serve as a Telepath’s eyes and ears. This makes it challenging to get near a Telepath without being spotted. Methodically and stealthily work your way past the mind-controlled humans (using the Disruptor Stun Gun or Mindjack if necessary) until you can locate the Telepath. Whether you’ve been spotted or not, waste no time deploying a Nullwave Transmitter or Psychoshock to nullify the Telepath’s Psi abilities. Next, target the Telepath with the Q-Beam or the Superthermal Typhon ability.
If you kill a Telepath, all humans under its control are immediately rendered unconscious. When possible, locate and eliminate the Telepath as soon as possible, eschewing the need to neutralize each mind-controlled human individually.
Thermal Phantom
| Weaknesses | Psychic |
| Immunity | Fire |
| Scannable Powers | Superthermal I, II, III; Thermal Resistance; Thermal Absorption |
Psychoscope Scans
| Total Scans Required | 5 |
| Typhon Abilities Researched | Superthermal I (1st Scan), Superthermal II (2nd Scan), Thermal Resistance (3rd Scan), Thermal Absorption (4th Scan), Superthermal III (5th Scan) |
Research Notes
Typhon anthrophantasmus psychothermal
Excerpt From Psychotronics Database: It is unclear at this time what prompts a Weaver to invest additional resources in the creation of these more powerful Phantoms. However, testing has revealed that these Phantom specimens are much more durable and more dangerous than their weaker cousins.
Addendum: As its name implies, this Phantom manipulates thermal radiation. Infrared analysis showed it was able to radiate lethal levels of infrared energy as a defensive measure when threatened. Its most dangerous ability however, is the spontaneous eruption of superheated plasma from a distance. Range is uncertain due to the small scale of the enclosures.
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Morgan’s Notes: Running up to this thing is a bad idea. You’ll burn. Appears to have an interaction with the Mimics—can temporarily charge them with the same thermal radiation. Flaming Mimics. Great. |
Counter Tactics
The Thermal Phantom is the most durable and dangerous Phantom variant found on Talos I. Like all Phantoms, this one is created from a human corpse, by a Weaver. But this Phantom is saturated in flames and capable of launching deadly ranged Superthermal attacks. Simply getting close to a Thermal Phantom can result in sustaining damage, so do your best to keep your distance.
Superthermal is an area of effect (AoE) trap, causing a fiery detonation when tripped. To avoid getting caught within the blast radius, constant movement is vital. Stationary objects, like turrets, are easy targets for the Thermal Phantom. In that sense, turrets serve as more of a distraction than a serious offensive option. Don’t bother repairing turrets during a fight with a Thermal Phantom—it’s a waste of spare parts, as they’ll simply be disabled by the next incoming Superthermal attack.
When confronting a Thermal Phantom, seek to slow it down by coating it in GLOO. While GLOO inflicts no damage, it buys you some time, allowing you to escape or devise a plan of attack. Once immobilized with GLOO, hit the Thermal Phantom with the Q-Beam until it explodes. Alternatively, rely on the Kinetic Blast Typhon ability to inflict damage or Recycler Charges. Traditional firearms, like the Silenced Pistol and Shotgun, can work in a pinch, but you’ll need plenty of ammo. Melee attacks are out of the question.
Nightmare
| Weaknesses | Psychic |
| Immunity | EMP, Stun |
| Scannable Powers | Backlash I, II, III; Fear Resistance I; Kinetic Blast I, II, III; Regeneration I, II |
Psychoscope Scans
| Total Scans Required | 5 |
| Typhon Abilities Researched | Backlash I (1st Scan), Fear Resistance (2nd Scan), Backlash II (3rd Scan), Regeneration II (4th Scan), Backlash III (5th Scan) |
Research Notes
ERROR: UNKNOWN TYPHON ORGANISM. No entries found. Please contact Dr. Hans Kelstrup, Director of Psychotronics.
Supplementary Notes: Psychic terror field can punch through Psychoscope shielding. Appears to be resistant to most forms of physical damage. Energy weapons or Psi abilities might work. If all else fails, run.
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Morgan’s Notes: The Typhon response is an anomaly in their ecology—something that’s like them…but isn’t. Me. Only purpose seems to be to hunt me down. Seems unstoppable. |
Counter Tactics
The Nightmare is initially encountered during your first visit to the Arboretum. This is the organism seen outside the G.U.T.S. Loading Bay’s door. Beyond this encounter, Nightmares are a bit unpredictable. A Nightmare will actively spawn after you’ve installed at least three Typhon abilities. Nightmares also spawn passively, appearing after a level transition.
If a Nightmare is killed or evaded, the enemy goes on a cooldown, preventing a new Nightmare from spawning for a period of time. If you killed the Nightmare, the cooldown lasts for 30 minutes. But if you only evaded the Nightmare, the cooldown only lasts for 20 minutes.
The “A Nightmare is Hunting You” objective only appears once the Nightmare has detected you. This starts a timer, giving you three minutes to kill or evade the Nightmare. Nightmares are extremely deadly, so a toe-to-toe confrontation isn’t advisable. Leverage turrets, hacked Military Operators, and friendly Phantoms (created using Phantom Genesis) to give you an upper hand. Hit the Nightmare with Psychoshock or a Nullwave Transmitter to nullify its abilities, then attack with the Q-Beam and/or Kinetic Blast. If you don’t have the Q-Beam or Kinetic Blast, running and hiding is your best option for survival. Transitioning to another level is a quick way to evade the Nightmare and initiate its cooldown.
Coral Node
| Weaknesses | None |
| Immunity | None |
| Scannable Powers | N/A |
Psychoscope Scans
| Total Scans Required | 2 |
| Typhon Abilities Researched | N/A |
Research Notes
Excerpt From Project Axiom Archive: Observation log #2057-050565. Researcher: Louis Sullivan. Out of all the samples recovered from the Vorona I site, none have proven as perplexing as the Coral. It’s unclear at the moment whether this is some sort of new Typhon species or something as simple as waste material from the Weavers. Further study is warranted.
Raw Scan Data Summary: Microscopic elements demonstrate STRONG correlation between patterns of connections within the Coral and Connectomes of volunteers, employees, and guests found in TranStar’s database. Recommend exhaustive pattern matching. Early conjecture: the Psyche of Typhon victims is recreated…or STORED within the Coral. Purpose unknown.
Raw Scan Data Summary: Macrolevel analysis of the Coral ALSO shows resemblance to a neural network—like a vast disembodied nervous system. Evidence of increasingly frequent and rapid SIGNALING between elements, as well as broadcasting neotic signatures OUTSIDE itself.
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Morgan’s Notes: One big Typhon communication beacon. But who is it calling? |
Counter Tactics
Scanning two Coral nodes is required to complete research on Morgan’s Nullwave prototype. These nodes cannot be destroyed through conventional means, so don’t waste your ammo. Simply scan them with your Psychoscope and move on.
The Coral nodes are guarded by a Weaver, Cystoids, and a few Corrupted Operators. Eliminate the Corrupted Operators with your Disruptor Stun Gun, then use the Q-Beam to take out the Weaver. The GLOO Cannon, Silenced Pistol, or Recycler Charges work well against the Cystoids.
Apex Tendril
| Weaknesses | Nullwave |
| Immunity | None |
| Scannable Powers | N/A |
Psychoscope Scans
| Total Scans Required | 3 |
| Typhon Abilities Researched | Ether Resistance (1st Scan), Ether Absorption (3rd Scan) |
Research Notes
ERROR: UNABLE TO CONNECT TO PSYCHOTRONICS DATABASE: No entries found. Please contact Dr. Hans Kelstrup, Director of Psychotronics.
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Morgan’s Notes: A tiny part of the Apex. Intent on devouring everything in its path. Attracted to movement. No way to permanently kill these. Use Nullwave or Q-beam to beat them back. |
Counter Tactics
These black, tentacle-like appendages belong to the Apex Typhon, appearing outside Talos I. These tendrils penetrate the station’s hull and appear in all sections with the exception of the Bridge. Avoid contact with these tendrils to prevent taking damage.
The Apex Tendrils cannot be destroyed permanently. Hitting the tendrils with the Q-Beam or other weapons may cause them to temporarily dissipate. But they’ll appear again. It’s best to save your ammo for other enemies.
Like Cystoids, the tendrils are attracted by movement. Consider throwing items or shooting foam darts from the Huntress Boltcaster. Using decoys is a good way to distract the tendrils, giving you the opportunity to sneak through infested areas.