The fast track to the Multi-Purpose Room (in pictures)
DagothUr
Florida Join Date: 2016-07-12 Member: 220125Members
Enjoy it now before the devs discover this and patch it out of the game.
1) From you lifepod head SSW until you find the wreck of Pod#6. Since your starting position is randomized, it may no be exactly SSW, but it's position doesn't change. Only yours does. So long as you can find this you're good to go. Odds are, however, that you will have to cross a kelp ravine in your travels. Stay near the surface and stalkers shouldn't be an issue so long as you keep moving.
1) From you lifepod head SSW until you find the wreck of Pod#6. Since your starting position is randomized, it may no be exactly SSW, but it's position doesn't change. Only yours does. So long as you can find this you're good to go. Odds are, however, that you will have to cross a kelp ravine in your travels. Stay near the surface and stalkers shouldn't be an issue so long as you keep moving.
Comments
That vent will come in handy later when you go to build your base. Now head due east from that vent.
I like to build my base on the flat shallows half of this location, with the rock wall behind me. Extend the moonpool out into the kelp (you'll have to cut some down) and nothing will obstruct your seamoth coming & going. Kelp zone also gives plenty of room for cyclops later. Best of all, for some unknown reason, this particular kelp area has no stalkers in it. No complaints. And it's close enough to that thermal vent that just a couple of power relays can reach it for thermal generators later down the line.
See the holes in the ground where where the two biomes connect? Good, because you're going to dive into those. Hope you've got a seamoth or a lot of air tanks, because you're going below 200m and there's a couple of sandsharks patrolling inside that shaft.
And would you look at that? I'm in the jellyshroom caves! Not only that, but I'm literally right on top of the abandoned seabase there! Scan it's multipurpose room one time and poof - you've got the blueprint. You can also scan the observation pod too. Once you've got a propulsion gun to clear the jellyfish, you can scan the water purifier (which you'll actually be able to use once you've put that thermal vent to good use), a bed, a living wall, a desk and a chair.
When you're done just read back the way you came - straight up. Yay for not getting lost in a cave for once!
Surely the fastest track is still to grab a scanner ASAP and swim to the island, or am I missing something?
While there is no risk of reaper attack (which is more than I can say for trying to get to the island), a couple of extra dive tanks and medkits aren't that big of a deal. Yes, the seamoth is more work but it isn't completely necessary to have. You only have to get past one or two sandsharks. This is one of the areas where a seaglide might actually be worth bringing, as you might just be able to outrun the sandsharks with some luck. And there's no crabsnakes in the shrooms near the base, either. All in all one of the safer routes.
A while back I wrote a similar guide on how to get into the Aurora engine room without having to encounter any reapers via a hole in the side of the hull. Within two days they released a patch that sealed over the hole and forced everyone back down the reaper's gullet, pretty much just to be dicks as far as I can tell. Why put it there in the first place if they didn't want people using it?
They seem to want to force a linear style of gameplay onto people, which is sad.
Two tips:
1. Do not swim/hover/pilot Seamoth directly over any big pink mushrooms.
2. Do not get too close to the walls/ceilings of the abandoned base.
I always figured that entrance was temporary, especially given that it seemed they had plans for the Aurora in the long term. It wouldn't really make sense to put a ton of important stuff in it and then give a real easy to access free entrance into it. Not that it's too much harder taking a little extra swim time to the front - go during the day time and stay near the surface; the Reaper is almost always much further down near where it gives way to the abyss, and it's easy to just seaglide right over him without him noticing you. If he's not down in the deep, just hang back and wait for him to dive down there.
All they need to do for the island is swim South. There's no reapers to worry about either, not sure where you got that from.
I think it's because there was a trello card about making the bases on the island unscannable. Or at the very least the observatories.... That might end up extending to the other two bases as well, but I only recall the Island one being brought up.
If your angle is off you can end up in the dunes or in the crash zone, both of which have reapers.
I saw the location of the floating islands on the horizon, way before the island itself popped in.
More seriously, aren't there like zero reapers at all in the whole southwestern quarter of the map? The island is actually farther from any of their spawn points than anywhere else in the game.
Avoiding the crash site zone is also pretty simple -- don't wear a radiation suit and don't fix the reactor and you'll get nice flashing red letters on the HUD which to me might as well say "SHALLOW WATER NIGHTMARE FUEL DETECTED" in lieu of "RADIATION DETECTED" anytime you're getting too close.
Getting to the island is actually easy if you remember this one simple navigation rule: the Aurora's butt is facing it. Practically pointing at it. Follow the direction the Aurora's posterior is pointing at and you'll find the island eventually. Don't sweat the reapers because unless you enter the crash site zone, you're not likely to run into any. The Grand Reef and its surrounding biomes is mercifully free of those things.
Kinda wondering about the distance you can see them now though, now that you mention it. It was a lot easier to find the mountain island than it was the first few times. I've ended up in the dunes a few times early on before I knew where the floating island was, but I guess its less of an issue if they're visible from the spawn point now.
The island will be visible at first in the form of some far off distortions on the horizon. Looks almost like water droplets on your monitor. Swim towards those "droplets" and you're home free. The whole southwestern quarter of the game world is delightfully reaper free. No wonder the Degasi survivors got a bit bold.
No, you want tanks. Tanks, and the external planter with purple sponges in it.
I really don't see how "not having an easymode shortcut" is the same as "forcing linear gameplay". Also moving forward with plans they had anyways is not being dicks.
Again, this little hidden entrance to the caves & the hidden base easily found is something that I just happened to find via thorough exploration. It's a small entrance, easily missed when one is zipping around in a seamoth all the time. Based on previous experience with the Aurora, I suspect that it's only a matter of time until that entrance is removed, forcing people to take the longer, more dangerous route. Why? Because they want you to follow a path.
How many ways are there to get to the lava bed? I've found exactly one so far. How to get to the sea emperor room without facing off against a sea dragon? You can't. When there is only one path from point A to point B, that's linear gameplay. It doesn't matter how big the room is if there is only one door.
Theres 2 entrances to the Aurora interiors right now, altho theyre both acessible from the front of it, you can choose which one you want to enter the ship. As for the base in the jellyshroom caves there at least 4 that i know of, one of them being the one right above it.
Theres also several entrances to the lava biome, one from the Deep Grand reef, one from the bloodkelp zone, one under the aurora and one from the Lost river. If you ask me, thats far from linear pathways to get where you wanna go.
Yeah, the game right now prety much just tosses you into the sea while saying "Good luck sucker!" and that's that. For many of us the game is pretty linear since we've been playing it for a long time. We've got this routine in mind, and have a general idea of where to go and when. A player just starting out might wander into a zone too early, or go a long portion of the game not knowing where a critical piece of tech is lying about.
Heh, every time I try and use the pipes this comes to mind:
At 1:32 in the video, since pasting it in seems to have removed the "Copy link at X time" feature. He fumbles about with the pipes and accomplishes nothing of use.
This happens to me, Every. Single. Time. xD
People always tell me how useful they are, but no matter how many times I read tutorials or try using them myself, this happens. It's much easier fo rme to just build an extra tank or two and make use of the power-hungry seaglide.
Current Generator I never actually used, but I've been using the Gravsphere a lot lately for early game catching of fish (I'm sorry, I'm terrible at it ;v; ) and assisting in keeping Bleeders at bay when exploring the depths of the Kelp Forest.
Maybe you should explore a bit more then... I know of 3 ways to get into the lava zone from surface biomes, and there's the Lost River in addition.
I don't see any reason they'd close the hole you're referring to. I usually go into the JSC via the entrance below some wreckage near lifepod 6, because I find it easier to locate. It's not far away from the base, and when I'm done down there I just go out the one you're talking about because it's straight up. There's quite a few ways in and out of the cave, and closing a few off wouldn't really change the gameplay much. By contrast the hole in the Aurora made the ship a ton less interesting - not only did you not have to go near the reapers, you didn't have to deal with the spiders either, and with the new changes (remember these were all planned before you posted your guide) you wouldn't have had to figure out how to get in (whether you cut your way in through the lower entrance or find the code to access the upper one).
Translation: "My way is the right way, your way is the wrong way, thus change to force everyone to do it my way was totally justified."
DM: "You see the gem on a pedestal, surrounded by six deadly traps. Who wants to make the first trap disarm roll?"
Player: "I shoot it off the pedestal with an arrow."
DM: "Wait, what?"
Player: "You know, just shoot it off with an arrow then pick it up off the ground once it's away from the traps."
DM: "Er, no, you can't do that."
Player: "Why not?"
DM: "Because it has a protective force field around it!"
Player: "Since when?"
DM: "I forgot to mention it before."
Player: "Now you're just making crap up."
DM: "Silence!"
Player: "You know what guys, I think we've got enough loot already. Let's just go home."
Other Players: "Good idea."
DM: "A magic barrier comes down behind you. It cannot be removed until you claim the gem!"
Player: "Dafuq? Seriously?"
Other Players: "Oh look at the time, gotta go. See you next never!"