Has anyone found the 3rd survivor base? One survivor says that after the mushroom cave they moved 1 km east and 700 m below sea level. Has anyone found this base or is it not yet put into the game?
Technically there is already a third base it's in the mushroom biome but i can never seem to find it
The easiest way I can suggest figuring it out is to start in Creative Mode, load up on Dive Reels, then use the console to teleport yourself to the base (goto base2) and the find your way out from there. Then mentally note where that exit was and use it again in your "fair" game later. The actual path is tricky because you'd expect something that "advanced" to be all the way on the edge of the map, when in reality the entrance is very close to your starting location.
At one of the earlier wrecks you can find a nav beacon ("heat signature") that points to the base, and with that alone you can see that's not far from your start on the horizontal plane. It's the vertical and finding the dang entrance that complicates it. And the sheer depth, once you're back to playing normal, can be murder unless you've maxed out your Seamoth's hull reinforcement. Oh, and bring a Repulsion cannon and a LOT of O2 tanks. The base itself is infested with those purple man-o-war things and they will likely kill you if you don't push them out of your way, first, and even afterward it's very awkward to get around. You're just there to scan, not collect, so filling your inventory with tanks won't hurt. If you want to collect some plant life then I'd suggest putting a cargo pod on the Seamoth instead of trying to carry it yourself. Again, at that depth (around 500m IIRC) even three O2 tanks will burn out fast, so you'll be spending a lot of time ducking in and out of your sub.
Also, mind the giant worms. They're mean. Not too dangerous, but still hostile. Luckily their AI is simple and avoiding them not too hard. Just don't burn out your battery trying to shock them away, because it's a long trip home. IIRC, there is a thermal vent down there somewhere, in the backmost recesses of the caverns, so if you really wanted to you could set up a minibase there - but it would probably be easier just to carry a spare fuel cell or two and gas it up manually.
I discuss this in further depth here: http://forums.unknownworlds.com/discussion/143892/subnautica-the-story-lore-so-far
(I am sorry I am spamming this in every relate able discussion i can find, but I chose a bad time to put it up. No one saw it because it was late and eventually it was buried in other discussions. It has useful information and I spent a lot of time putting this together for the community, I just want to see more people read it. Please don't hate me lol.)
Technically there is already a third base it's in the mushroom biome but i can never seem to find it
Wouldn't that be a 4th base? There are 3 on the floating island. I tend to accidentally find the entrance to the mushroom biome directly above the base.
Sorry, there are 3 bases on the floating island. There is a base in the mushroom biome and you find a message there that refers to a base 1 km from the mushroom biome base and 700 m below sea level. But this last base isn't in the game yet.
Here's a quick guide to finding the elusive "Alice in Wonderland" base:
First, you'll either need a compass or good dead reckoning skills, and I'm assuming you've got a Seamoth at least, because there aren't enough air tanks in the game to just swim this one. You'll probably want to bring half a dozen Beacons with you, too, as the cave is way to big for a mere Dive Reel to cut it.
1) From your POD you want to go due WEST until you see the Guardian of Forever jutting out of the flat sandy plains. It's very distinct, which is why it makes such a good landmark:
2) Once you reach this turn to head due SOUTH-WEST until you see the giant pile of crash debris. This is what that looks like from the other side, seen here after I passed it and turned back around to face it from behind, and you can just see the entrance at the bottom of the picture:
3) And the reason you want to sail past it is because the hole is on the far side. Here is a clearer picture of that hole (hint: it's very small and unassuming, very easy to miss unless you know what you're looking for):
4) Dive straight down that hole until it opens up again in a big, glowing cave. This is where you're probably going to want to start dropping Beacons to find your way back out, because this place is vast. The main foyer appears thusly:
5) Follow the cave along it's natural course until you pass over a narrow area with an active thermal vent (not too close!). On the other side is another giant mushroom cave. It's in this area where you can catch your first glimpse of the "Alice in Wonderland" base in the next (and final) cave over. You may have to spin around and look hard for a bit but it's there:
Yay, you made it! Now a reminder: You'll want to have brought a Repulsor Gun to push all the man-o-wars out of the way, otherwise you'll probably die just getting into the base. There's two or three PDAs with story info on them, and scan items include a Desk, a Chair, a Bed, and a Living Wall (that I remember - maybe you can find more?).
Hostiles are the mushroom worms, but that's pretty much it. You'll probably catch more aggro from the sand sharks just getting to the entrance if you stay clear of the big mushrooms and give the roamers a wide berth. You can find Occulus fish and get a few rare plant samples down there, too (including the magic purple mushroom themselves - if you're feeling daring). The place is also filthy rich in Magnetite.
Beyond that, though, it's not very rewarding in terms of resources, and the scan items can actually be found in other, easier to reach locations as well. Still, it's something everyone should see at least once because it is sooooo cool looking down there. Show a few screenshots of this area to your stoner friends and they'll be running out to buy this game in a heartbeat.
One correction on my earlier post: The average depth inside is just under 300m, not 500, so you might be able to do it with just the basic Seamoth depth upgrade, but you'll be in the red the entire time (read: slowly taking damage), as the "safe limit" is actually a tad less than what it says (meaning that even if it says safe to 300m, you'll start taking damage around 275m). The 1st mod-table improved depth upgrade can certainly handle it, though. If you do insist on taking the risky path anyway then I'd advise bringing a spare battery or two for your Welder, as you'll be using it quite a lot.
"Can't I just Cyclops it?" No. You'll be bumping walls the whole way in with just the Seamoth. Mecha-Manatee is a not an option.
@DagothUr Is this a naveguide to the "Jellyshroom"-Cave? I might be wrong but arn't there 2 or 3 pathes to that cave? I ask because I found my way in through at least one other opening which was rather big and my way out again after a second visit was through another exit that also seems not to be the one you describe above. So that sounds like 3 possible entrances to that cave.
I was under the impression that there was only 1 base on the floating island and that the other 2 smaller ones on the mountains were only small observatories/farming garden
I was under the impression that there was only 1 base on the floating island and that the other 2 smaller ones on the mountains were only small observatories/farming garden
That's correct, although from a game mechanics sense they're 3 separate bases - if you were to build those yourself, you'd need 3 separate power generators to run them, for example.
On a related note - isn't it odd that those bases don't have any solar panels or anything? Yet they had spotlights?
I assumed the aboveground bases would have solar panels. And the Jelly Shroom one would have thermal power. Maybe the devs can add ruined versions of those nearby. Maybe even make them scannable as well.
Comments
The easiest way I can suggest figuring it out is to start in Creative Mode, load up on Dive Reels, then use the console to teleport yourself to the base (goto base2) and the find your way out from there. Then mentally note where that exit was and use it again in your "fair" game later. The actual path is tricky because you'd expect something that "advanced" to be all the way on the edge of the map, when in reality the entrance is very close to your starting location.
At one of the earlier wrecks you can find a nav beacon ("heat signature") that points to the base, and with that alone you can see that's not far from your start on the horizontal plane. It's the vertical and finding the dang entrance that complicates it. And the sheer depth, once you're back to playing normal, can be murder unless you've maxed out your Seamoth's hull reinforcement. Oh, and bring a Repulsion cannon and a LOT of O2 tanks. The base itself is infested with those purple man-o-war things and they will likely kill you if you don't push them out of your way, first, and even afterward it's very awkward to get around. You're just there to scan, not collect, so filling your inventory with tanks won't hurt. If you want to collect some plant life then I'd suggest putting a cargo pod on the Seamoth instead of trying to carry it yourself. Again, at that depth (around 500m IIRC) even three O2 tanks will burn out fast, so you'll be spending a lot of time ducking in and out of your sub.
Also, mind the giant worms. They're mean. Not too dangerous, but still hostile. Luckily their AI is simple and avoiding them not too hard. Just don't burn out your battery trying to shock them away, because it's a long trip home. IIRC, there is a thermal vent down there somewhere, in the backmost recesses of the caverns, so if you really wanted to you could set up a minibase there - but it would probably be easier just to carry a spare fuel cell or two and gas it up manually.
(I am sorry I am spamming this in every relate able discussion i can find, but I chose a bad time to put it up. No one saw it because it was late and eventually it was buried in other discussions. It has useful information and I spent a lot of time putting this together for the community, I just want to see more people read it. Please don't hate me lol.)
Wouldn't that be a 4th base? There are 3 on the floating island. I tend to accidentally find the entrance to the mushroom biome directly above the base.
First, you'll either need a compass or good dead reckoning skills, and I'm assuming you've got a Seamoth at least, because there aren't enough air tanks in the game to just swim this one. You'll probably want to bring half a dozen Beacons with you, too, as the cave is way to big for a mere Dive Reel to cut it.
1) From your POD you want to go due WEST until you see the Guardian of Forever jutting out of the flat sandy plains. It's very distinct, which is why it makes such a good landmark:
2) Once you reach this turn to head due SOUTH-WEST until you see the giant pile of crash debris. This is what that looks like from the other side, seen here after I passed it and turned back around to face it from behind, and you can just see the entrance at the bottom of the picture:
3) And the reason you want to sail past it is because the hole is on the far side. Here is a clearer picture of that hole (hint: it's very small and unassuming, very easy to miss unless you know what you're looking for):
4) Dive straight down that hole until it opens up again in a big, glowing cave. This is where you're probably going to want to start dropping Beacons to find your way back out, because this place is vast. The main foyer appears thusly:
5) Follow the cave along it's natural course until you pass over a narrow area with an active thermal vent (not too close!). On the other side is another giant mushroom cave. It's in this area where you can catch your first glimpse of the "Alice in Wonderland" base in the next (and final) cave over. You may have to spin around and look hard for a bit but it's there:
Yay, you made it! Now a reminder: You'll want to have brought a Repulsor Gun to push all the man-o-wars out of the way, otherwise you'll probably die just getting into the base. There's two or three PDAs with story info on them, and scan items include a Desk, a Chair, a Bed, and a Living Wall (that I remember - maybe you can find more?).
Hostiles are the mushroom worms, but that's pretty much it. You'll probably catch more aggro from the sand sharks just getting to the entrance if you stay clear of the big mushrooms and give the roamers a wide berth. You can find Occulus fish and get a few rare plant samples down there, too (including the magic purple mushroom themselves - if you're feeling daring). The place is also filthy rich in Magnetite.
Beyond that, though, it's not very rewarding in terms of resources, and the scan items can actually be found in other, easier to reach locations as well. Still, it's something everyone should see at least once because it is sooooo cool looking down there. Show a few screenshots of this area to your stoner friends and they'll be running out to buy this game in a heartbeat.
One correction on my earlier post: The average depth inside is just under 300m, not 500, so you might be able to do it with just the basic Seamoth depth upgrade, but you'll be in the red the entire time (read: slowly taking damage), as the "safe limit" is actually a tad less than what it says (meaning that even if it says safe to 300m, you'll start taking damage around 275m). The 1st mod-table improved depth upgrade can certainly handle it, though. If you do insist on taking the risky path anyway then I'd advise bringing a spare battery or two for your Welder, as you'll be using it quite a lot.
"Can't I just Cyclops it?" No. You'll be bumping walls the whole way in with just the Seamoth. Mecha-Manatee is a not an option.
That's correct, although from a game mechanics sense they're 3 separate bases - if you were to build those yourself, you'd need 3 separate power generators to run them, for example.
On a related note - isn't it odd that those bases don't have any solar panels or anything? Yet they had spotlights?