![]() ![]() ![]() Feel free to trick it out as you please, build other bases around the map, or make do with your X.We need to use all of the resources you gather at some point, so stay ahead of the complicated crafting craziness to reduce that annoyance. Try to keep resources organized, however that makes sense to you.If you see a blue bladderfish (it looks vaguely like a pair of lungs swimming), chase it and grab it. For now, sneak by any Stalkers and grab a couple yellow seeds from a creepvine. They love to play with metal salvage which also knocks loose some of their teeth (more on that later). They are slower than you strafe to avoid them for now. They look like horizontal seahorses and like to get bite-y. Creepvines provide you a source of fiber and yellow seeds they also provide a natural habitat to your first predator, a Stalker. You do have some leeway but not much.Ī little further away from your pod, you soon encounter your next biome, the Creepvine Forests. Keep an eye on your O2, obviously running the meter down results in dying. You should encounter one of the very few tutorial messages, "Break Limestone." Doing so gives you either titanium or copper. Nearby should be some small wreckage called Metal Salvage which can be processed into 4 titanium using the Fabricator. Also in the waters of the drive core you will encounter Bleeders that will screw with you as you are making repairs.This biome is the Safe Shallows, almost no danger or depth. Repair each of these and you can leave at any point after that, but you should explore the rest of the ship. For this you will need to find and locate 10 breaches that look the same as a hull breach on the Cyclops or your base. The main objective of entering the Aurora is to repair the drive core breaches in engine room. Deeper inside you will find the Seamoth Bay, the PRAWN Suit Bay, Pressure Compensator Mods for both (inside of each of the bays are scan able fragments for each of the vehicles). From here you cannot really get lost as you must return to this point to get out of the Aurora. To the right is an office containing PDA’s that have the access codes to progress, you do not need the PDA to enter the code in the door to the left at the ‘T’ hallway (the code is 1454, also this door is past the rubble in the doorway use the Repulsion Cannon to move the boxes or just jump over them) This doorway leads to a cargo bay, that leads further into the ship. (Also keep an eye peeled for any additional extinguishers you may see on the floor or secured to walls as you will need on at various points through the Aurora.) As you make your way through the first door way you will come to a ‘T’ hallway. From here you will see a fire extinguisher, you will need it to put out the fires at the doorway to advance further. From hear you walk around the platform and back toward your initial life pod, and there will be a fallen beam that you can walk on to the next level, (follow the storage boxes that lead the way). To proceeded to the Aurora’s depths you will need to travel further to the nose of the ship, there will be a second platform that you can walk up, this area is also filled with Cave Crawlers and storage boxes. These storage chests contain things from Nutrient Blocks, Batteries, Power Cells, Disinfected Water etc. The only thing you need to be aware of (danger wise in this area) is the Cave Crawlers. From here you can check out the storage containers that litter the area. You can swim right up this until your character begins to walk on the surface of the platform. Once you find the giant hole in the (left) side of the Aurora’s hull you will see a large platform that is partially submerged. To get full access to everything inside you will need a radiation suit, repair tool, a laser cutter, a weapon to fend off Cave Crawlers and Bleeders, and a Fire Extinguisher. The main entrance that I use is on the same side as your initial life pod, and is toward the nose of the ship. Also, equipment-wise, I have a modified seamoth (storage locker, electric pulse, pressure mark 1), basic cyclops (that I’m really not a fan of using, haven’t had it long and it feels all unwieldy), seaglide, propulsion cannon, and the blueprints for a stasis rifle (haven’t built one yet). ![]()
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