![]() ![]() My locker and inventory were getting pretty full, so I crafted an I-tube next to the lifepod with a couple of lockers for extra storage. I always forget where that outpost is with the outdoor growbeds, but wandered around enough until I came across it also. Quickly got the materials to build a Seaglide and got the rebreather and high-capacity specs, along with the habitat builder. Crafted fins/scanner/survival knife/tank and then headed south for blueprints. Foraged the immediate area for basic resources and got lucky finding a couple of ore veins north of my lifepod with about 10 copper. The early game started the same way as normal. ![]() Here’s the recap for anyone who likes reading these sorts of things. So got around half-way into my playthrough. I'll need to have several medkits, as the chances of escaping without a single Shadow Leviathan attack are pretty slim. From there I'll just Seaglide down to the Alien Fabricator. The first will be in the middle of the central cavern and the second will be right after the Crystal Cave cache before the red crystal zone. My plan is to leave the SeaTruck at the entrance to the caves, then Seaglide down and construct two bases in the purple crystal zone consisting of an I-tube, hatch, and thermal power generator. Oh no, I'm not building a base the stretches the entire path. It definitely has all the ingredients for a proper challenge. Yet as before, I can just wish you good luck. You could build a long walkway switching between titanium compartments for reinforcements and glass compartments for sparing titanium. ^^Įven more annoying, building vertically requires to be sometimes in the open.ģ00 m is quickly reached at the entrance to the turtle caves. That sounds like it would take quite some time. In my version, any death will be a deleted save, so I'm definitely going to plan and proceed cautiously. ![]() And no reinforced dive suit leaves very little room for error with leviathans. You can make the trip from the surface to the Alien Fabricator from the Purple Fire cave entrance with just two stops along the way.Īs you can tell, no Prawn and no vehicles in the crystal caves definitely ups the difficulty a bit. In the crystal caves, the strategy is to basically turtle forward using a couple of bases for oxygen. It costs a few inventory slots, but it expands your O2 to that of the UHCT. You can bypass the early-mid game depth issues by just crafting an extra High-Capacity tank. No mod station in this game, hence why there's no depth modules past MK1 and no Ultra High-Capacity Tank. The ones outside Outpost Zero are kind of a grey area - I would say they are decidedly part of Outpost Zero, but they are technically outside it. You can get 2 pieces on the seafloor outside the Mercury II bridge section, but most of them are inside Koppa Mine. Probably can't use the Prawn Suit, either. Originally posted by PhailRaptor:How are you going to get a Modification Station to craft the Depth Modules? As far as I am aware, there are only 2 in the whole game to scan for the blueprint - one at Delta Station, the other in Outpost Zero. I'm not sure if the thermal plant cache near her base is technically part of "her base," but you can access that from above, just under the Ventgarden, never passing her base and getting the warning message. This is my intended power source for the Crystal Caves. There are are fragments that can be found in areas other than Maida's base in the southern Tree Spire section. The random platforms and drops sites around the map don't countĤ. And yes, I'm only considering "bases" the ones marked on the Alterra map. Builder tool can be found at the same platform in the Twisty Bridges as the High-Capacity Tank. You can enter via the purple fire zone and never pass by Maida's baseģ. Yeah, there are two entrances to the crystal caves. this is irrelevant to me, since I won't be going to that area or using the SnowFox even I couldĢ. There are SnowFox fragments scattered outside in the glacial basin, so I could technically use it. ![]()
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