![]() ![]() On the way back to the lifepod, some more 'tier 1' resources are required. Next, head to a kelp forest area in order to collect 2 Creepvine Seeds (if you come across two random Seaglide boxes along your path, you can short-cut the wreck and head straight to the forest). Seaglide boxes are identifiable as small boxes with a burn mark on their top side. Your best destination here to towards a wreck around the borders of the Safe Shallows as these are the most likely locations for Seaglide fragments boxes to spawn in. While the Scanner is building you can pick up the medkit off the opposite wall.Ģ: You can leave the lifepod when the scanner is just under 70% completed to save a small amount of time. Crafting: Battery (Copper, 2x Mushrooms) Scanner tool (Battery, Titanium).Minimum Resources Required: 1x Copper 1x Titanium 2x Acid Mushrooms.You should aim to get these on one breath - less than 45 seconds. ![]() The first two limestone outcrops broken will always be one and then the other, but if you get a Copper from your first, and there is a Metal Salvage closer than a 2nd outcrop, that can be collected instead for the 4 Titanium. Collect at least 2 Acid Mushrooms, 1 Copper, and 1 Titanium. When first starting, resetting for spawn is not as essential, but as you learn landmarks, you may want to reset until you know you're in a location you're comfortable with. Spawn locations are random within the area of the Safe Shallows biome. In terms of locations visited, the maps here may help: ġ: Leave the lifepod by the bottom hatch (ladder animation is too slow) and check your surroundings. Generally, working more than one step ahead is not recommended. Once you are more comfortable, you may wish to perform some of the later steps earlier if you have the resources required, but be mindful of power requirements for crafting. In each section there will be a list of the minimum resources required, and the crafting to be performed. Something of a run sheet to refer to as you watch a run to perhaps shed some light on what the runner is doing, and when, and therefore better learn the resources required. The intention of this guide is to hopefully explain some of the bits behind the runs that may often be overlooked when in the moment. Generally to get an idea of the best movements and routing, watching other runs - especially those high up the leaderboards - is always advised, as that will give the visual aid to follow in-game. ![]() The door cannot be opened, and attempts to teleport into the room failed, showing that the room is just a solid block with nothing inside.Advisory: this is not an exhaustive guide or an in-depth tutorial. The fire on the catwalk does not damage the player – nor can it be extinguished. It’s possible to teleport onto the catwalk using the following command: warp 1003 9 7 I tested this myself using teleport commands. Rest assured, the room is just for decoration. (See the blue arrow in the photo above.) You may be tempted to try to reach this door, given the pile of crates nearby that could be stacked to climb up. You may notice an elevated room that is attached to the wall on the same side of the Prawn Bay where you entered through the sealed door. Climbing the Ramp to Living QuartersĪlthough this ramp can be cleared of debris using the Propulsion Cannon, it’s also quite easy to just walk up the bent metal beam and onto the crates without moving anything.Ĭontinue walking across the crates and follow the catwalk to the right. Only 4 suits need be scanned to complete the Prawn Suite blueprint. With the fire out of the way, the Prawn Bay door can be repaired and opened. Putting out the nearby fire will ensure a more comfortable experience. ![]() The door leading into the Prawn Bay needs to be repaired with the Repair Tool in order to open it. The locker room contains some basic supplies as well as a couple of PDAs – one of which contains the door code for Cabin #1 in the Living Quarters.Īt the far end of the Locker room is a hallway leading to the Prawn Bay. To the left of the hallway that leads to the Drive Room is the one that leads to the Locker Room.Īt the end of the hallway is a Sealed Door that has to be cut open with the Laser Cutter. This guide is part of our series “ Subnautica: Exploring the Aurora.” Getting Into the Locker Room The Locker Room contains the door code needed for one of the cabins in the Living Quarters, and the Prawn Bay holds our primary objective: More than enough Prawn Suit fragments to complete the Prawn Suit blueprint. The next two areas in our exploration of the Aurora spacecraft are the Locker Room and the Prawn Bay. ![]()
0 Comments
Leave a Reply. |