How To Create Subnautica Interior Modules?

This category includes interior modules from Subnautica and Subnautica: Below Zero that can be constructed using the Builder tool. Upgrade Modules for the Seamoth can be applied to up to four at a time, and for the Prawn Suit, they can be added. The Habitat Builder is a crucial tool for creating seabases and customizing interiors. It allows players to create base pieces, exterior modules, and interior modules.

To build a compact, big, or small base, players can use the Habitat Builder to expand their seabase with new compartments and customize them. These compartments are tube-shaped rooms that can be expanded with materials like tubes, hatch doors, and solar panels. To build a base, players can select the I Compartment from the builder menu, place it opportunely, add a hatch to access the compartment, and build a solar panel to power it.

To start building a seabase, players can equip the Habitat Builder and activate it with the right hand button. This guide will help players build their best base, from building power sources to creating an efficient farm. The Habitat Builder has battery power, so players can use it to create their base on suitable seabed or land.


📹 10 Things I Wish I Knew Before Playing Subnautica

Ah, Subnautica . . . this beautiful game sparked a sense within me that few others have managed to achieve. From the moment I …


How to build base pieces in Subnautica?

The Habitat Builder allows players to build bases above and below water, or multiple in separate locations for exploration. To build a base, equip the Builder, select an item, and hold “Construct” until it completes. You can construct single rooms, add on them, or create an entire base. Some common recommendations include building a Multipurpose Room below water, which can display collectibles, house an Indoor Grow Bed, or install a Battery Charger. This requires six Titanium.

How to deconstruct in Subnautica?
(Image Source: Pixabay.com)

How to deconstruct in Subnautica?

The Habitat Builder can build items in various categories, such as Base Pieces, Exterior Modules, Interior Pieces, Interior Modules, or Miscellaneous. To place an item, point the Habitat Builder at the desired location until an outline appears. Rotate the object, press the correct key, and continue building. Placed items can be deconstructed by pointing the Habitat Builder at them and holding the correct key, only if the text “Hold to Deconstruct” appears.

However, the Habitat Builder cannot build onto corridor sections with wall-mounted objects at the end, and if a new module will be joined directly, it must be manually deconstructed. Bulkheads can only be built in placed corridor sections, not in auto-generated corridor sections created by certain rooms like the Moonpool and the Observatory.

How to make a Habitat Builder in Subnautica?
(Image Source: Pixabay.com)

How to make a Habitat Builder in Subnautica?

The Habitat Builder is a crucial tool in Subnautica: Below Zero, used to build Seabases and upgrade gear, vehicles, and other tools. It is crafted at the Fabricator and can be found in several locations, with the fragment likely discovered early on. The Habitat Builder is a simple tool to find, as it only requires one fragment to function. The fragment can be found in various locations, and its use is not complex, unlike some of the more complex tools in the game.

The Habitat Builder is a valuable resource for customization, deconstruction, and creativity in the game. The fragment can be found in various locations, making it a valuable addition to the game’s arsenal.

How do you make a module in Subnautica?

The Cyclops can be upgraded using various modules, including those for the Seamoth and Prawn Suit, Vehicle Upgrade Console, and Scanner Room. These modules are crafted at the mini-fabricator in the Cyclops’ engine room, Vehicle Modification Station, and Scanner Room respectively. Some upgrades are compatible with both the Seamoth and Prawn Suit, and the Seamoth, Prawn, and Cyclops Depth Modules are upgradeable. The base-level module is crafted at the mini-fabricators, and the Modification Station is used to improve it individually. Six modules can be applied at once.

Where can I get a docking module?

The Purple Vents are a biome in the game where you need to find the Docking Module fragments in the Deep Purple Vents. Collect Lithium, a required ingredient, while exploring. Avoid the Chelicerate, a Leviathan Class Organism, as it can damage your Seatruck, Prawn Suit, or yourself. Use a Survival Knife, escape in your Seatruck, or use the Perimeter Defense Upgrade after Hijacking Alterra Communications and returning to Marguerit’s Seabase.

Where can I find Habitat Builder blueprints?

The Habitat Builder fragments can be found at various locations, including Twisty Bridges Tech Site, Delta Station, Outpost Zero cargo crate, and Koppa Mining Site. Crafted in the Fabricator, this handheld habitat builder has been used by xenoscientists, colonists, and emergency relief crews for over 50 years. Habitat modules are sealed from the environment, and can be built on land, underwater, or in vacuum. These habitats can be used for long-term homes, remote research stations, and defensive outposts.

How to get a multi-purpose room in Subnautica?

The blueprint for the Multipurpose Room can be obtained by scanning the room in question at Degasi Seabases. The concept art depicts an abandoned glass floor and subsequently illustrates the realization of glass ceiling panel options. In-game screenshots of generic base multipurpose room interiors are available for examination.

Do bases need Foundation Subnautica?

The integrity of the hull is of paramount importance to the overall stability of the base. It is influenced by a number of factors, including the quality of the foundations, the presence and effectiveness of reinforcements, and the condition of the bulkhead doors. Should the score fall below zero, breaches will inevitably occur in all rooms, irrespective of the absence of reinforcements.

How to make Foundation in Subnautica?

The Foundation is a Seabase component that is used to build other modules on top of. It is constructed using the Habitat Builder and requires two Titanium and two Lead. Adding a Foundation to a Seabase increases its integrity value by two units. Foundations are a cost-effective way to increase hull integrity, as they don’t need to be installed in a specific compartment. They are also the easiest way to place Exterior Growbeds, as they require a flat surface. Foundations can also be used to place external power sources, such as thermal generators, when the terrain is not flat enough.

Can you escape the planet in Subnautica?

The Neptune Escape Rocket is a vehicle used to leave Planet 4546B and defeat the game. It consists of five constructable parts: the Neptune Launch Platform, the Neptune Gantry, Neptune Ion Boosters, Neptune Fuel Reserve, and Neptune Cockpit. The launch platform can be built using the Mobile Vehicle Bay, while the other four components are built on the launch platform. The Neptune Escape Rocket cannot be launched unless the Quarantine Enforcement Platform is disabled. The launch procedure begins after the Quarantine Enforcement Platform is disabled, and the game ends after the final cut-scene.

How to make your Seamoth go deeper?
(Image Source: Pixabay.com)

How to make your Seamoth go deeper?

The module can be upgraded via the utilisation of Modification Station Mark 2, which elevates the maximum dive depth to 500 meters, and Mark 3, which increases it to 900 meters.


📹 Subnautica Base Building Tips For New Players

Subnautica Base Building Tips and Tricks that new players should know before starting a new base in Subnautica.


How To Create Subnautica Interior Modules
(Image Source: Pixabay.com)

Rafaela Priori Gutler

Hi, I’m Rafaela Priori Gutler, a passionate interior designer and DIY enthusiast. I love transforming spaces into beautiful, functional havens through creative decor and practical advice. Whether it’s a small DIY project or a full home makeover, I’m here to share my tips, tricks, and inspiration to help you design the space of your dreams. Let’s make your home as unique as you are!

Email: [email protected], [email protected]

About me

90 comments

Your email address will not be published. Required fields are marked *

  • 1:45 in addtion to the +10 seconds, it can be a good idea to carry a couple of Bladderfish when either deep diving with limited oxygen tank or when exploring wrecks. Bladderfish, while being great for water in the beginning, can also be eaten raw and when you do so, they provide the player with 15 oxygen points.

  • Trick I found for Stalker Teeth: Get five pieces of metal salvage and a gravity trap. Find a stalker and drop the salvage and the grav trap. The grav trap keeps the stalker and the salvage together and the stalker will be constantly dropping one piece of metal salvage to pick up a different piece. This produces a massive number of stalker teeth very quickly.

  • This is a trick that is used in speed runs but is actually part of the cote game on purpose: if you hold shift (or equivalent) when crafting you can stay in the crafting menu and navigate it while your item is being made. Its not insanely useful, but if you’re making a lot of stuff that is multi layered crafting it can be useful for speeding it along.

  • Here’s some general tips that may improve people’s enjoyment, if they didn’t already know: 1) For those having trouble with stalker teeth: Create a grav trap, find some metal salvage, fill up your inventory with said salvage, go to the nearest stalker nest, and drop all metal salvage close to one another, somewhere where the stalkers will immediately pick up on them. Activate grav trap. Enjoy eternal stalker teeth farm. They should drop by about a dozen every minute, if not more. Best thing is, the stalkers can’t take your metal salvage away from the grav trap. If you need the salvage again for your own purposes, just pick them back up. The grav trap requires a battery but will never run out of it’s charge. 2) Don’t just use the cyclops as a big clunky vehicle. Use it as a portable base, in which you can store MORE bases for you to deploy at your own leisure. You can use the base builder tool to fill your cyclops to the brink with all sorts of lockers and storage containers. You can even build storage containers OVER the ones the cyclops has by default, right next to it’s person entrance. Last run I was drilling titanium, gold, lead, silver, kyanite and uranite for several hours in a row and STILL didn’t entirely fill up all personally placed containers on the cyclops. A singular, fully functional scanner room (all upgrades) + multipurpose room, with bioreactor, potted plants (I suggest marblemelons for both sustenance AND bioreactor fuel), a fabricator, med kit fabricator, battery recharger, power cell recharger and a single locker, solar panel, thermal plants, several power lines, a wall reinforcement, a platform, an outside growbed and 24 biogel(They have the highest concentrated energy output per square out of all flora)/biogel seeds will ALL fit in about 5-6 standing, 48 squared lockers.

  • One of the funnest challenges is containing a reaper in a ‘tank’ by trapping it in a space enclosed by the big rooms since it was added to the original game. Such a joy looking at your pet leviathan in your improvised containment area and a real grind on your sanity when constructing such a big project😂

  • Also, the usefulness of Scanner rooms with full 500m range. You can easily find 20+ naturally occurring Teeth and other rare stuff, it also includes Shipwrecks so you can go, explore and leave your Beacon for triangulation. Then once you don’t need nothing else from that zone you can pack it into a locker on your Cyclops (with the 4 range mods) and move it to where you need it, or if you are doing a full sweep then move it 750m into your desired direction (750 so 250 overlap where both circles meet but with new zones on the edges of them). If it’s too deep for Solar panels just place it near a Thermal Vent and use a Thermal Plant for infinite energy re-install the Range mods and launch your new scans. You only need a Tube with a hatch to attach the Room and the Thermal Plant nearby. Few materials that need hauling.

  • There is two more advanced tips with the reaper (that I found). 1. Before reaper approaches you they will not scream for a while. 2. They will most likely come from your back. So when the reaper goes silent, turn around just in case. P.S. The wiki and PDA also say that reapers will circle there pray before attacking. P.S.2 great article I actually didn’t know that only one 3/4 metal salvage can yield stalker teeth and I thought that swimming in the water was faster, turns out it isn’t.

  • My tip: There is no need for a seamoth to get to the aurora. All you need is a seaglide, and you might not even need that. Simply climb on your lifepod, point yourself in the direction of the Aurora, and swim. This worked without fail for me many times. Its also the best way to find the capsized lifepod, forgot what it’s called.

  • I’m gonna share something helpful of my own. With a stasis gun, a thermoblade, and some patience, you can kill Reaper Leviathans. They do not respawn. Shoot them in the head with the stasis gun, then stabby-stabby ftw. You’ll have to repeat the process a few times. Re-fire the stasis gun when the bubble starts to shrink. When the jerk goes belly-up take a photo! You’re a badass!

  • 5:50 seeing you chuck all those cuddlefish eggs into the bioreactor made me uncontrollably scrunch my face in a deeply snarling scowl with a horrified whimper at the sametime 😆 This the first time I’ve ever had such a violent reaction to something in a game… and I regularly watch the website “Let’s Game It Out” which makes this experience all the more surprising to me.

  • A small note on the subject of power priority: I have made the experience that with a very large base and especially when using power transmitters, the order can unfortunately change after reloading the game. I think the game first loads what is immediately around the player and only then gradually loads objects further away. For me, the bio-generator in the base regularly became the first device and, for example, thermal generators or solar panels that were further away and connected via transmitters became secondary devices, which was very annoying.

  • One trick I learned is that if a biome is to deep for solar power, particularly for a Scanner Base, you can construct a series of I connectors until you reach around 170-150 Meters. You will be able to build on top of the connectors. Once your Scanner Base is constructed, you can deconstruct the connectors to salvage Titanium and the Scanner Base will remain hovering in the middle of the deep water.

  • Another tip I would recommend is burst fire with the stasis rifle first, then charge shot. Uncharged shots freeze the targeted area for 6.5 seconds; fully charged shots freeze the targeted area for 30 seconds. Triple tapping a leviathan gives you a good chance to immobilize it long enough to charge a full shot, which then gives you plenty of time to get away. Makes handling everything from Reapers to Ghost leviathans a walk in the park.

  • One of my greatest tips for beginners he’s that when you get Ozzie’s distress call scan the bioreactor fragments around it and build one in your base Near a huge coarsl tube you see if you build your base near huge Coral tube you can cut it with a knife to get Coral shards which are able to be put in the bioreactor and the best part is the huge corals you’ve never disappears so you have Infinit bioreactor fuel

  • A tip i learned from building a giant habitat that spans almost half the world map and growing. You get the most real-estate out of the available materials by making everything out of glass that you can and making reinforcements out of titanium, lead, and lithium. Lithium is easily available in unlimited supply by following the crawler leviathans around and breaking up the rocks they stir up. If you are building a giant habitat, a good place for the reinforcements is in the virtical passage ways. Atm my habitat is around 1500m long by 600m wide by 300m tall yet still has a hull strength of around 300 by following this principle.

  • Didn’t think I’d encounter anything new but I was unaware of the power priorities. So I’ll tell you a trick I picked up ages ago. Near the beginning of the game it’s easy to make fire extinguishers and they work like Jets underwater. Much faster than the air bladder if you need to get to the surface fast swim backwards and point it down.

  • Thermal vents are also an excellent source of power for bases, particularly bases deep enough that solar just won’t work anymore. Thermal generators are entirely passive, just like solar, and can be used to either entirely or at least significantly power a forward base. There’s thermal vents down by the jellyshroom cave, for example, that can power a base down there where a lot of resources can be found. Small but efficient forward outposts can really help make normally hard to reach resources much easier to obtain.

  • for reapers, all i really need is just an ability to stun it, a seamoth and a knife just stun the reaper, stab it 100 times and enter the seamoth to regen oxygen, that’s basically how you can kill it an alternate option i’ve seen is to stun it and then drop as much poisonous gas into its face as possible

  • I got this game free on Epic game store because my son wanted to play it. He kept asking me “how do I do this and that” so I installed it on my PC too. I played for a short while and was hooked. Several hundred hours later I keep going back and doing “Just one more play through”. When Below Zero came out I was happy to drop some cash and support the devs.

  • Having and switching to a spare oxygen tank increases how long you can stay underwater. Using this trick I used the sea-moth to go down 900 meters into the lost river and used 3 of the highest capacity oxygen tanks and med kits to go the rest of the way to the primary containment facility. Having small base built just outside of the QEP (big gun) with a fabricator and storage would also be good to have.

  • One thing that I haven’t seen mentioned in the comments or the article is that reefbacks can provide a good source of copper before getting the drill arm. Breaking the glowing barnacles on their back gives you copper and sometimes silver. Way more reliable than banking on limestone outcrops, in my opinion.

  • excellent advice, I knew that the noise of the cyclops attracts predators but it never occurred to me to turn off the engine! I have to admit that my first play-through of subnatica was very peculiar… I’ve never been afraid of the game’s predators, several times I’ve come face to face with phantom leviathans etc, but I’ve never panicked. I even scanned all the leviathans in the game without any security measures and absurdly I only died twice in my first game. But anyway subnatica scared the shit out of me too with its creepy alien structures… I remember the first time I explored the alien cannon. I literally ran to the landing site and when I saw the alien cannon I TOTALLY panicked. With my heart pounding, I explored the structure with the fear that an alien would come out of a corner. And when I realized that that cannon was used to carry out the quarantine procedure and would surely have destroyed the ship that was supposed to save me well I promoted subnatica to my favorite game! no other game has ever made me feel such emotions. At that moment I thought that this was the culmination of subnatica, but I was wrong! The end of the game was able to be even more exciting, I dare say almost perfect! I literally loved the Sea imperator’s “philosophical” observations… and well it was a unique emotion to hatch the eggs!

  • I love the cyclops. its absence from Below Zero is one reason I’ve even yet to beat that one. theres just something to making it your base, loading in down with 2 dozen storage containers (and any thing else you may need) and taking my base anywhere. only thing i need a regular base for is power cell recharging and food/water resupply

  • The base power priority system when I learned about it all those years ago was a HUGE gamechanger since I was always tearing my hair out over why my bioreactor was always empty but my solar panels were always full. I had always assumed bases drained power evenly across everything. Power being drained completely one at a time is why my thermal base is almost always on half energy since one thermal plant isn’t enough to feed my base but once the first one drains the second kicks in and two is more than enough

  • One thing I wished I had known before playing Subnautica for the first time was the notion that I’d only, truly, have this one moment to FULLY enjoy the game. I’ve spent many hours since that first play through. But damn, I too wish I could recapture that first time. This is one game you DON’T want to have spoiled!

  • i actyally stopped playing this game multiple times because it tells you SO little of what to do. i had no idea i had to scan items to get the blueprints. how to make bases. what items did. i had no idea of where i was supposed to go or if i was there too early. i’m having more fun now that i’m knowing more but it’s frustrating not knowing what i should know

  • Something that I have noticed about the more aggresive creatures in this game is if you get into a fight with e.g a Stalker and you wound it enough that it tries to escape, if you don’t kill it, it will swim towards your lifepod, now scale that up to the Reaper and after two or three such fights, you can have a Reaper swimming arround your lifepod in the supposed ‘safe’ starting area. This works with all predatory creatures in the game, so be warned about leaving gribblies to swim away from a fight.

  • Some tips of my own: Most fish are easier to catch at night time. Bladderfish give a small amount of oxygen when eaten raw. Crashfish are easy to dodge. They have a wide turn radius. If you swim toward them they will overshoot and explode before they can turn back around. You can carry a spare oxygen tank and swap them out when low. If you’re lost in a cave look for brain coral to give yourself a literal breather and a chance to calmly plan your escape. Pathfinder tools are great: they leave a trail of lit beacons each pointing to the last. It is always worth keeping at least one of each of these with you at all times: water, ration brick, med kit, air bladder, battery Your water depletes faster than your food. For mid-length journeys you will only need water. Many hostile fauna are triggered by light. Turning off torches or headlights will often help you avoid harm. Most of the destroyed lifepods act as a tutorial for a new biome. Don’t just retrieve their datapads & leave. Explore the area for nearby tech fragments. You can use exterior growbeds and creepseeds as DIY waypoints. They light up without needing power, and you can also plant brain coral and bulb bush for oxygen & water. “Ahead slow” is the most energy-efficient speed for the Cyclops in terms of distance per energy. Unless you are using any of the other features such as silent running, in which case speed is king. You can build around the exit hatch on the cyclops. Place a container there with some equipment and supplies and you will always be prepared each time you depart the sub, and you won’t have to keep going up & down ladders because you forgot something.

  • Something I’ve found to be useful is to scatter power stations around the map at geo thermal sources and leave two power cells charging in each of them. Geo thermal isn’t the fastest power source in the game but it’s more than satisfactory for swapping out two cyclops power cells and leaving the station. By the time you come back you’ll have two full cells waiting. This is especially useful in areas like the skeleton junction, or the entrance to the active lava zone where being able to freely use the energy shield is more than a little useful.

  • here’s a great tip, put a planter on top of every base, filled with mushrooms. they are amazing power sources for the biogenerator. and they are pretty easy to refil, to the point you can even put a small storage or bag filled with them for emergency. another good idea is to put planters on the route from the entrance to the lava zone all the way to outside. and put fill them with creepvines. they will make a cheap and reliable street lamp for you, so you will never get lost there again.

  • I don’t use the Cyclops as a vehicle, I use it more like a mobile base, once I get it as close as possible to the place I wanna go to, I turn off the engine, station it, and completely rely on the sea-moth/prawn-suit to explore, and in areas with more than 2 leviathans prowling like the Lost river, I try to rely even less on my vehicles to avoid drawing their attention.

  • Another tip: if you see a new plant, first scan it, then hit it with knife. PDA won’t say “it’s edible” or “used in craft”. It writes an article in databank with this fact is mentioned, but knife-hit is a simpler way. And, you actually can read articles about flora and fauna, just start from end, where short “Summary” is written

  • + you can craft more than one oxygen tank and “hot swap” when your air warning comes up. But spare tank(s) take up inventory space. Just remember to swap them when you get back to base to refill them. I’ve drowned more than once due to swapping and realizing that tan is ALSO empty because I forgot to refill it. + you can craft a scanner from a battery and one ti. The battery can be completely dead, but the crafted scanner’s battery will be full. So you can effectively fully recharge a battery at a fabricator for a cost of one titanium. (and just throw away the empty scanner after removing the battery) + IMO the bulbo tree is the best source of food and water. just knife a tree on the gun or degasi island to get a cutting. (plants always grow, even if the cutting is rotten). An indoor growbed with four trees planted in it provides all the food and water you need (it’s just not good for travel) I drop one of these in the entrance of all my bases. Just don’t forget your knife. + solar panels recover their energy faster the closer you are to the surface + structures can be “turned off” by starting to disassemble them. good for powering off the bio reactor to conserve fish (say if it’s just an air outpost base and you’re going to leave it for awhile and you want to guarantee you have immediate oxygen available there net time you stop in), or water purifier to conserve power + if a base piece you’re trying to build outside lets you freely rotate it, it’s a new base and won’t share power (AND structural strength) with any other nearby base, regardless of how close it looks.

  • Question, in submatica, I currently just finished exploring the aurora, and the sunk to ocean bed life pod. Idk what to do next since I barely get any new radio messages. But I was planning to go to the underwater islands to get cyclops and my last prawn suit part. My questions that would be helpful if you answer are first, where are the fragment for the vehicle modifier bay thing (the one where you craft modules)? Second, I’m aware there are no leviathans and only the one snake thing in the underwater biome, but what depth module on my sea moth should I get to explore the biome safely? And third, where do I find the blueprints for module mk2 and 3 for sea moth? Thanks so much if you read this it helps a lot. Love your content❤

  • Honestly great article and great tips to give. I played Subnautica a while back and picked up some of these early on. However I didnt know about the power priority and cyclops tip to dismiss Reaper Leviathans. Definitely will have to reevaluate my power sources when I go back to my save. A good tip I have for the cyclops is building a bed and garden with fruit, that way you quickly will be able to pass time and not worry about hunger. Although a later tip as well, making a moon pool and searching the lifepods are good ways of gathering useful locations to scavenge and getting modules to craft and apply to the Seamoth. Great article man though, definitely taught me some stuff here ❤

  • An other tip for stalker teeth is to build your base near their spawn and build anscanning room. They pluck those camera orbs out of their housing and shed teeth like nobodies business. Also that secondary entrance to the aurora I always thought it was the main one haha. xD Been cheeky all this time.

  • I know with 3 beacons and some thoughtful placement you can use them to triangulate your location even if you forget to bring a beacon its a really old subnautica trick and while im not very smart and stuggle to set it up and remember how to use it properly sometimes it still works in a pinch also helps to jave a picture of the map and its biomes makes it slightly easier

  • I was able to drive the cylops around leviathans in the silent mode pretty much with no problem. As long as I didn‘t bump into them physically they didn‘t care. With the sea moth I was extremely aggressive against them. I git the shocker mod, charged it and drove right into the leviathans. Timed right the shock will damage them and stop their charge, so I killed a few with that tactic. Felt really good being a leviathan against those leviathans!

  • One other thing I’d point out for beginners that i myself only just realized on my (6th? 7th?) playthrough is that when you’re exploring the caves in the Shallows for cave sulfur, a vital early resource, you can actually kill the crash fish (the fish sitting above the cave sulfur deposits who chases after you and explodes) with your knife and they will just pop harmlessly instead of blowing up in your face and doing damage, which not only saves the use of a health pack but also makes it so you don’t have to waste time running away from them.

  • Some really good advice, particularly with the beacon and power. Not sure swimming into a vent to collect fish, is really a good idea generally. The thing I wish I had known was that you don’t need to pilot the Cyclops and you don’t need the prawn suit at all. As long as you collect as many ion cubes as possible, are prepared to swim to the Alien thermal plant and primary containment facility to activate the Alien Arches (which means you will encounter the sea dragon).

  • Nice tip about the bioreactor. Literally just opened my current save for Below Zero(I have to assume it works the same in that game as well)and deconstructed and rebuilt my bioreactor, as I had built quite a few more solar panels after I built my reactor for the first time. So now it should be the last line in my power use. I was wondering why it kept using my reactor charge when I still had 700+ points of solar power left.

  • Fun fact: Reaper leviathan’s scream is actually a form of sonar. This means that they can use it to find you. This also means that submarine warfare spotting/ stealth tactics apply to them. When in a Cyclops, get as close to the sea floor as possible, and engage silent running. The reapers echolocation won’t be able to distinguish you from the sea floor. The same works with the seamoth.

  • Just a hint. Give a leviathan a fish and you won’t take damage. I’ve done this since I was told I could by the game devs. Every attacking fauna can be given a fish in order to not be attacked. Another hint is that if you turn off the lights in the Cyclops and leave the engine off you won’t loose battery life. I found this out by accidently leaving a battery in it. It will produce oxygen and you can work in peace even in a leviathan’s area, lol.

  • Some nice tips, but most of them I knew about. Didn’t know of the cooked fish at the bottom of the heat vents though. Also didn’t know of the power priority. Some more of my own for the specific sections: Stalker Teeth = The more of the metal bits you give them, the faster they lose teeth. Just make sure to have them do the deed where you can easily spot the teeth. The teeth can blend into the terrain a lot of the time so you might find them in hard to see spots. After It Explodes = I always thought the blocked off entrance was the secret entrance. Because you often had to get the propulsion gun parts from inside the Aurora, to be able to exit from that route. Reapers = Some notes: -> The gas torpedoes are particularly useful against reapers, though collecting the gas nodules is a pain in the booty hole. -> Getting out fast and shooting them with a stasis rifle, and getting back in your sea moth can be a great way to escape. Reapers/Cyclops = Most of the time turning off the engine isn’t sufficient. Because if you wandered into their “home” and they were patrolling on the far side and then spots you, they’ll hang around you for quite some time… like I did this tactic once, and it took me 40 minutes of slow inching my way out and turning off the engine to avoid getting destroyed. However, there are some ways of handling reapers with the cyclops that you didn’t mention. Namely: -> Going stealth mode with the engines to sneak away, but also try to get to the surface. Reapers are more inclined to stay down 300 meters or so, and thus it takes them longer to get to you if they do decide to go after you again.

  • #11 Do not fill up your inventory with acid mushrooms, they are not a rare item. What I do to catch fish is either use the propulsion cannon or just wait until night time, they’re easier to catch when they are asleep. When attempting the Aurora, you only need your Knife, Laser Cutter, Repair Tool and Propulsion cannon, eat and drink before you go.

  • 0 things I wish I knew before Subnautica. The absolute best part of this game was learning as I went. Not only was it more fun, but it showcased the brilliance of the developers. They didn’t bombard you with tutorials, they eased you into the game in such an organic way that you barely noticed their guiding hand. I suppose we can play games how we want, but Subnautica is one of the few games I’m staunchly opposed to learning about before playing. This article is a great resource post ten or twenty hours of gameplay. But everyone should experience this game blind until at least the sea moth is unlocked, but I’d argue until the Cyclops is unlocked.

  • oh i can add to this. 1. planting creepvine give you a free light source to mark points of interrest, the more you put in the plot the more intense light. 2. planting brain coral give you a air vent with bubbles that go all the way to surface and can also refill diving tanks. perfect for free diving. 3. the dragon fruit thing keeps producing and is the optimal source of energy with bio reactors. 4. almost all plants have a purpose. 5. now combine it all for a no sub playtrough. no prawn. no seamoth and cyclops is only allowed as surface vessel. 😄 that is my preferred way. get to experience the depth of the game mechanics soo much more. and you get to meet the locals XD i will give you 1 good tip. the xpipe can fit 16 lockers using a hatch ontop. its only 5 titanite and 1 quarts to drop a camp. all about inventory when freediving.

  • Biggest tip for the entire game: Think of yourself as an angler fish. Literally. Leviathans will only engage long distance/in any zone if you’re using a vehicle. As for your person, they will only attack if you are blantantly swimming directly in their personal space. Sound and lights create the aggro. With sea glide or moth, just cut the lights and wedge yourself into a crevice and you’ll never have to worry about leviathan aggro again. In the sense of how to efficiently move around them. Hitbox detection is huge past that. To where if you stick within small areas, the leviathan can’t engage due to the size of it’s massive body. Basically just wean your way around the sea floor or whatever small clutter. As for the cyclops, cutting all power and waiting 20 seconds is typically how long it takes for any leviathan to fully disengage. Ghost is the only one who poses an issue because they are purposely coded to find you and delete you from dead zones. Unfair game detection. So don’t bother trying to perfect anything involving dead zone/ghost Levi. Another tip too is use your lights sparingly. You really don’t need to drain your battery nor see as much as you think. It’s sort of a trick on the mind. The dark is very overplayed in this game and learning to travel without light, especially in the depths again kinda breaks the game. Because it’s half of the game’s detection coding. It basically makes the leviathans half dumb and you can detect them by their scream anyway. So basically just flicker the lights to check for them off and on.

  • few questions: 1.Whats the best way to find the Propulsion Cannon? 2.When i want to go to Aurora and i have the radiation suit and that kind of stuff what should i bring with me like a lot of water and food, or just leave more space in the inventory for the stuff that i will find there? 3. Does the Cyclops use battery or does it work on its own? 4.Whats the best way to reach Aurorra whidout getting involved with leviatans? PS: love your content bro you got a sub, keep up the good work!

  • Dude that secondary entrance you were talking about is actually the main real entrance because many people don’t get the proposition Canon that soon it just sounds like you took a wrong turn and stumbled upon the secondary entrance by which was added in because of a glitch with the main door leading into the vehicle bay.

  • Must disagree with your #1. Multiple beacons are quite unnecessary; you can reliably navigate to almost anywhere in the game with just one beacon and a notepad. Drop your beacon somewhere a fair distance from the lifepod – I normally use my starter base location, near the south-western hydrothermal vent on the edge of the shallows. You now have two fixed points that you can use to triangulate any location in the game – the lifepod and the beacon. When you find something interesting, note down the distance to each beacon. When you want to go back there, just move until those distances match your notes. Because of the three-dimensional environment you’re navigating to a short arc, rather than a specific point, but you’ll be close enough that you can find whatever it is you’re after easily.

  • 6:34 One of the patches changed the jumping mechanics and it’s nearly impossible to get that jump now. An alternative is to stay above on the upper ledge. Walk through the fire then drop down onto the stack of boxes. You really need to be full health when doing this tho. By the time it’s done, you will be almost dead.

  • 1. Carry four beacons at all times and mark everything — including every big deposit where you can find a resource. 2. Get the scanner room asap and the scanner hud chip, so that you can cut down on the resource-finding time. This is how you find stalker teeth in seconds. 3. Get the better O2 tanks as quickly as possible. 4. Take a floating pump and pipes and connect them all the way down into the jellyshroom area early, so that you can mine lithium, magnetite, diamond, etc., with an O2 supply at hand. I found this spot has the quickest access to shale early on. 5. All scary-looking sea monsters are just territorial, except reaper and ghost leviathans, which will go after you. You generally don’t have to worry much about anything.

  • I knew absolutely NOTHING about this game. Didn’t see a single playthrough, but it got recommended to me by my sister. I must say it was fun to explore ‘all by myself’, but the beginning was pretty difficult to get into! There are only 4 things I will say to new players that know nothing, and that is: do not immediately swim to the aurora (been there), gather materials from the loose rocks, build the scanner and scan EVERYTHING, build the radio. You’ll figure it out from there

  • Hold up, why are you taking your cyclops near reapers? That’s what the prawn suit and seamoth are for, the seamoth is faster and more maneuverable with the prawn suit being tankier and having the ability to go toe to toe with them. Never take your cyclops near a reaper, not even if it’s within barely hearing distance unless you have a base nearby, that’s just asking to waste all the resources that you spent making the thing.

  • Of note regarding #6, Power Priority, keep in mind it also applies regarding the first power source connected when loading the game. Thermal generators that relay power back to your base from a distance will typically be disconnected from it when you first load your save, and then connect after a couple seconds. This causes the thermal generators to be considered as the last power source connected to your base, meaning you should probably always consider them to be the last power source the game will use unless your base is right next to the thermal vent.

  • I only had one snag in the whole of subnautica and it was the damn Stalker teeth. I don’t recall how the hell I figured it out but it was the only thing in the game that wasn’t clear on you needing. 7 This is how I got in the first time…I don’t thing I even found a blueprint for the cannon at this point

  • ⚡For Beginners:⚡ I wasted time getting concerned about the Aurora meltdown warnings.. The first is nothing.. hop up on pod to watch it happen. The second happens ONLY if you swim next to, and almost to the front of the Aurora…. Just don’t go there until you are ready.. and have the game saved and are geared up… I was so surprised and then ran madly through the ship to stop the leaks… Some players say ignoring it completely just expands the radiation zone a bit (untested) When starting.. when you die and lose gear.. Try to return to the spot.. your items can be found on the seabed or floating just near. I got ‘annoyed’😠🤬🤣🤣🤣

  • I only have two tips: Swim Charge Fins + Seaglide = infinite battery for Seaglide. One Seamoth Solar Charger = charge a power cell 0-100% in 1 minute 40 seconds while travelling, down to 150 meters, as opposed to 6 minutes in a static power cell charger. Use 4, and recharge one power cell in 25 seconds.

  • One more tip for your audience. If you are attacked by a reaper, swim down to the floor of the ocean as it makes it hard for it to get to you. If you’re not near the bottom of the ocean, swim backwards and to the left and you should dodge his attacks With this knowledge I have never died to the reaper in recent play though despite it sneaking up on my twice and destroying a sub I was in once.

  • Not gonna lie bro, you’ve got #7 backwards. The entrance that’s blocked is almost certainly the shortcut, literally everybody goes the other way at first. 7:25 Also, I’m not sure if this one is entirely true. Just on a technicality though. If I’m not mistaken there is a single Reaper who’s spawn point is actually in the northeastern mushroom forest near the crash zone. But I could be misremembering and it’s just that it’s patrol path has go into the mushroom forest. (I remember this particular Reaper vividly, I’m just not certain of its spawn point.

  • You forgot 1 really game breaking trick, something that has been in the game since day 1 but has been forgotten over time, when you run out of oxygen, if you have any raw bladderfish, eat them raw, they give you additional oxygen which could be the difference between living and loosing all your farmed materials

  • Hint 11: slight spoiler! whatever you do, do not fire off the repulsion cannon anywhere near the fully kitted cyclops! You will be sorry. In my case, one little dry fire just seconds after I built the repulsion cannon, and a dozen fully loaded wall cabinets got ejected rite thru the hull and also two leaks with water pouring into the cyclops!! Fun times….

  • Spoiler for the Reaper Leviathan Scan! Reaper Leviathans use they Call for Echo-location purposes; so basically, if you can hear them, they can see you Once you figure which roars are Reaper Leviathans (and other Leviathans for that matter), you’ll easily figure out when you’re safe and when you need to keep you’re eyes peeled

  • Currently playing the game with minimal spoilers…..had no idea there was a second entrance to the place….I still haven’t got the repulsion cannon (only just finished getting the seamoth sorted out for deep exploration, still living out of the shallows, haven’t dared go deeper than 300m), so good to know now there was a second entrance since I’ve had no luck with finding the second half of the cannon.

  • 8. Reapers do spawn but dont REspawn and you can kill em. Meaning you can make reapers go extinct which i did personally on my 2nd playthru (i wanted peace for capsule hunt). Depending on how you tackle this, it can be a tedious and annoying task or almost a breeze. What i did was use the stasis rifle and drop loads of gas pods which nukes the reaper with tons of damage. Essentially i farted em to x_x or used a pesticide. Collecting all the gas pods over and over can be annoying but it’s relatively safe and imo better that hitting a reaper in stasis for 3 min each.

  • The first time i saw a reaper i ambushed him because my dad hsd told me that there is a friendly monster who heals u whe u are infected and i didnt know who he was and when he wasnt looking a ambushed the reaper and lost everything then took a 2 month break before loosing my whole save again because my vrother didnt warn me he wss gonna use steam we are using the family share thing and u can glitch it so u still can play only offline games so if he told me i vould have pulled the internet cable out and never have lost my save

  • Another tip when you are in areas where a sea moth/sea car is still within its acceptable diving parameters, you can periodically pulse your sonar upgrade to effectively sea in pitch black areas and see reapers long before they ever get close even since the sonar technically sorta lights the whole region up in its grid scan most effective for avoid tactics

  • 0:44 – I use beacons are “fences” to warn me where not to go. If I find an area with hostile Leviathians, I’ll quickly drop a beacon and run the other way so that I know to stay away from that area. I’ll change the color coding to red and keep those always on so I know where to give a wide berth. They also are still useful as reference points.

  • I always thought the entrance in to the Aurora that you suggest as an alternative was the main one, as it had a bunch of supply boxes one he way in, a scannable broken propulsion cannon, and a PDA hinting at what the cannon was for, plus an interactable console in the room on the right with the poster that makes your computer helper voice tell you that you need to get deeper in to the ship to get its black box data. That said, those are good tips. Here are some of mine: Scanning room picks up loads of stalker teeth, if you have one in range of a kelp forest. Thermal vents can’t hurt you much if you have a reinforced dive suit, though that’s hardly an early-game item. I put potted plants in the same room as my bioreactors, mostly lantern fruit as they require no replanting and they can hold a lot of usable fruits per plant. If Reapers are a concern, plant a scanner room with a couple solar panels on it near their turf and tell it to watch for them. If you install the scanner HUD chip thingy (i forget the exact name), then you’ll be able to see exactly where they are at all times. I suggest building little bases wherever you might need them, each with plants on the inside for food and plants on an exterior growbed for other resources. A knife slash will get you plantable bits from most usable plants and some useless ones. Once you’re immune to tiger plant spikes, consider putting an exterior growbed with a few of those near bases with hostile creatures nearby to keep the mean fish away.

  • Was planning on starting a new save this morning, then I saw this in my recommendations and figure I’d watch this while eating breakfast to see if I’d missed anything: 1). Yep, Beacons are some of your best pals people, never forget that. I sometimes leave them next to certain Ore Deposits if I either am just not in or I have not yet made the Prawn Suit. 2). I knew there was a grace period, but I never actually counted how long it was since my personal philosophy is that fate needs no temptation to screw you. 3). Never noticed that either, whenever I swam on the surface it was to avoid shiz biting/pooping on me early on. 4). Well I was 100% unaware of that little nugget, don’t know if I ever used that particular piece before. 5). I did know that one, definitely save before you try and grab cooked fish though if you aren’t confident in your timing. 6). Was unaware of that, and now will take violent delight in exploiting it. 7). Knew that one, I’ve never actually used a Propulsion Cannon to this day and don’t have any plans to change that. 8). Yeah, by now I have that one memorized. 9). Didn’t know the turning off the engine part but the rest yes. 10). Didn’t know this one either, well more specifically that I can survive a single hit from the Reaper/Ghost Leviathan.

  • Reason why most creatures don’t one-hit you is because they do percentage damage instead of static values. Like, a bite does not say PC HP – 60. A Reaper Leviathan does PC HP – 90% of PC HP, meaning the first attack of a Reaper Leviathan realistically never kills you. The devs considered abuse however, if your HP are too low it does become a one-hit.

  • I have played through the game at least 4 times and never knew that you were supposed to get a repulser for the aurora. I always went the other way. Also never bothered making a psyclops until after curing the carar. Too expensive, slow, and delicate. Just use a seamoth (of prawn suit of the laba zone) and get there 5 times faster. Seriously, takes less than 5 minutes to get my seamoth down to the bottom of the lost river. No reason to mess around with that slow ass psyclops.

  • Tip to conserve resources while maximising base coverage: build 1 or 2 main bases (1 on the surface, 1 deep in the world (late game, you’ll probably know where this should go naturally when you get there) and the rest as minibases. My minibase setup is no more than 2 multipurpose rooms, a few I connectors, a scanner room, a few vertical connectors (optional and dependant on terrain) and a moonpool. Powered by at max 5 solar panels (if above 100 metres deep, not close to heat sources), 2 thermal reactors (if close to heat sources) or 1 bioreactor (deep and not close to heat source). This is gives you 375 power (solar) or 500 power (bio/thermal). Any more resources on powering a minibase is wasteful. You will never need more than this, and often you can get away with 2 or 3 solar panels or 1 thermal reactor. I also try to build them so that the scanner room is about 1 km from another base’s scanner room for max coverage. Good main base locations are at the edge of the safe shallows spawn area dropping into the grassy plateaus. I suggest doing it on the far side of the safe shallows to the Aurora (ship) for safety reasons that will become apparent a few ingame days in. Building here also makes it easier to get your vehicles close to it, as some will be quite big and cumbersome in the safe shallows. A main base should have a lot of power. solar panels will work for you early game, but you’ll want more advanced options in the mid to late game.

  • 4:05 Wow. I really never thought about this. I thought that you needed the Multipurpose Room first to be able to start creating your base. And since I didn’t know about this, and didn’t use the lockers because I didn’t know where to place them, I, instead used a whole bunch of those floating tiny chest thingies. And they are everywhere around my Lifepod. Oops…

  • Exterior Planter with Acid Mushrooms, and a Bioreactor. Fill up the Planter first, then harvest the Acid Mushrooms to put into the Bioreactor (making sure to replace them in the Planter as needed). The Acid Mushrooms are also used for making Batteries. The Blood Oil does produce 420 power each, but takes up 4 squares. Acid Mushrooms provide 210 power and only take up 1 square, so you can get twice as much power from a full array of Acid Mushrooms inside a Bioreactor. One note about the base power, is that even though you may have multiple power sources they will only charge up their own individual containment. So if you have a base with three Solar Panels that can store up to 75 power each (225 total), and a Nuclear Reactor that can store up to 2500 power, then even though the base will have a total capacity of 2725 power, the Solar Panels can only charge the base up to 225. You can’t use an empty Bioreactor or Nuclear reactor to serve as a giant battery for the base. Put a couple Aquariums up in your base. In one of them you put at least 2 of your favorite food fish, and in the other one you put 2 Bladderfish. The fish will reproduce until there are 8 fish in each Aquarium, then stop reproducing. You can then harvest those fish and use them for food and water, and as long as you leave at least 2 fish in the Aquarium they will breed back up to 8. Make sure to put these Aquariums near your Fabricator so you don’t have to walk too far to make breakfast, second breakfast, elevenses, lunch, afternoon tea, dinner, supper, or midnight snacks.

  • A few other spoiler-free tips: 1) The scanner room is incredibly useful for finding resources, especially when upgraded properly. There’s a HUD chip upgrade for it that doesn’t actually take up an upgrade slot in the room; but rather attaches to your character and places on orange circle around items you’re scanning for. And an important thing to know is that the scan-range upgrades can stack, so you can use 4 of them at a time to drastically increase your scan range. 2) The moonpool is finicky to place because you can’t manually rotate it, so it’s recommended to build your moonpool first. (Don’t worry too much about this for your very first base, but it’s very handy later on.) Also, while this isn’t related to base-building, another tip is that you can carry a second oxygen tank and swap it out underwater to give yourself some extra oxygen when you’re about to drown. Make sure to have a seaglide first though since a second tank in your inventory will slow your swim speed down (note: your tank won’t automatically refill after this until you re-equip it in an area where oxygen is present)

  • For beacons, I am very specific with naming and coloring, especially near wreckages and pods. Green means I’ve cleared the wreckage and red means it has not been fully explored. I will also put the depth (in meters) in the description so I have a general idea of how far down I need to go. I can even hide the cleared beacons from my HUD if they get too plentiful/annoying.

  • Stack multipurpose rooms so one ends up above water, and you can mount foundations on the side to hold growbeds for air-breathing plants. It will be legless, so no clutter to get in your way. A hatch on the multi room will allow easy access, although you can jump onto it if you swim up and jump just right. I had a whole farm of growbeds keeping me and my reactors fed, and a stand of lantern trees is quite scenic at night.

  • There is an easy way to transport items using only a propulsion cannon and some water lockers. You pick up a full water locker with the stuff you want to transport you use the propulsion cannon to pick it up. Then you put the full locker in the other empty locker and you pick it up using a propulsion cannon.

  • A tip that helped me a lot is not to overdo it, you will see other peoples huge bases and might want to build a huge base yourself, but if you’re in survival it will take a lot of time to gather the resources for it, more base components = more lag, and finally do you really need an aquarium for every egg and grabbable fish?

  • I only just discovered this game and tried to learn all the tricks on my own. And only recently just started looking for content on this. Thanks granddad. Yours is organised properly labeled and narrated at the same time the items are being presented and some parts are even prepared before recording. So I thank you for the effort put in before recording. The prep and flow of the article is top notch.

  • To save on resources, it’s good to know optimal power usage. A fabricator + radio + medkit fabricator can usually be covered by a single solar panel worth of energy Add a battery charger, and you’ll want an additional solar panel worth Moonpool = +1 bio reactor or active thermal reactor When building your base above 200m you can get away with only solar panels with some Bio reactors or thermal reactors for emergency purposes. Always build 1 more than you think you need. Water filtration machines use a LOT of energy. Plan on extra energy production. You’ll never need a nuclear reactor for surface bases. Save those for your 500m and deeper bases

  • In less than 10 hours I found the blood trees and thought they were so beautiful so I made the effort to try to build a base there. Then I realise I have no way to power it because it was sitting so far below the sea. I ended up packing up a part of it and rebuild it where my starter floater thing was situated in the shallows. Wait there’s a beacon option? I never saw one! I navigate by memorising the distance numbers from my floater, terrain structure and general direction from the crash ship… I feel so stupid to have somehow missed out seeing this option lol. This would have made my life so much easier! Thanks for the guide.

  • Creep vines are also a great source of light for outside. Once I unlock the nuclear reactor, when it comes to building a new base. I’ll build 3 or 4 multipurpose rooms on top of eachother and fill in the gaps with reinforcement plates. Stick it to the very outside of your back and you should be able to get a fairly decent sized and powered base on the foundation. Personally that’s the way I like to do it. It for if your in the lost river or ghost tree area where glass is definitely needed to enjoy the view.

  • This guy isn’t being as informative as beginners should know. Each reinforcement adds +7 hull integrity to your base Each bulkhead adds +3 hull integrity to your base And, here it’s mentioned that as long as the hull integrity is at a safe level the base will be fine, well what do you mean by “safe level”? The safe level is anything above zero, as long as your hull integrity is over 0, you are fine, as soon as it drops below zero you’ll start to experience flooding. Also, each solar panel provides 75units of energy, not 150 so keep that in mind too

  • A word of advice to any new players. Do not make your bases too large if you’re on last gen consoles. It really taxes the system and you will experience major slowdown. The only viable way for base construction on last gen consoles is to build multiple bases that are small and have everything you need. You will not be able to make a massive base as the game will experience severe frame rate slow down every time you look in that direction, regardless if you can actually see your base or not.

  • Beacons are important but can sometimes be hard to find. In my current hard core game, I actually got the seamoth, moon pool, and prawn suit before I even found the first beacon fragment. But if you don’t have them, there are other options you can use: Each life pod has a radio beacon. When you visit a life pod, it normally turns off. But on the beacon manager, you can turn it back on and change its color. And both islands are easy to find too. Just look for the grey cloud that stays at the horizon. Those are really fog banks around the islands. Just swim to the center and you will hit the island every time.

  • I leave beacons in every major wreckage that I find, It really helps when I’m trying to go somewhere specifically and I need reference points, the only reference point that you have is the aurora, so having all those beacons as extra ones is really helpful, and more than once I have checked those wreckages again and found things that I had missed the first time I went to them

  • I use the exterior grow bed and plant those acid mushrooms that you use to make batteries with, then throw them in the bio reactor, which to me causes it to need me to refill it the least amount of times than other material I experimented with and therefore powers my base quite nicely. 🤷‍♂️ idk I also skip making a flashlight in the beginning and aim for making a seaglide as soon as I can (which has its own light in the front) I dont use the grav trap, I try to get a base going then plant stuff to grow on the inside, since once you have edible plants going, you spend much less time staying hydrated and nourished and needing to catch food to survive or go out to accomplish tasks, since salted fish stay edible for long in your inventory. Sometimes (not all the time) you can go out, do allot of stuff and be back, to eat of your fruit and stuff in your base, before you need to consume anything from your inventory. On xbox use your left bumper button (to ascend) and right bumper (to descend) it helps allot with staying at a certain level in the water (with seamoth or swimming) while looking at something below you. Also, while swimming, swim until you are directly above a place of interest to you, like a sandstone outcrop that is a little deep etc, then look down, swim backwards and leap out of the water in reverse, then as you stay aiming down and hit the water, head down faster to get to the place of interest <- (this won't help in really deep water without all the diving stuff you get in the game) I dont see the need for the seamoth's sonar module at all - it has spot lights 🤷‍♂️ When going to harvest advanced materials from the "sea treaders" and you DON'T have the 1st depth module for the seamoth, but you DO have a rebreather, fins, O2 tank version 1 or 2 and a builder tool; build a tunnel with a hatch & a beacon near the sea treaders to use to fill up your O2 as you gather loot - preferably not in the path the "sea treaders" walk on. Use your knife to break sandstone outcrops etc, it's faster. IDK, but if you equip nothing in your hands you seem to swim faster than with something equipped 🤷‍♂️ (except the seaglide of course) Here is just a simple mind tip: if you swim down a tunnel or cave or wreck, tell yourself to swim up (when going back out), if you turn left for example thereafter, tell yourself to turn right, then swim up, if you swim further down, tell yourself to swim up, turn right then swim up, that way you don't need to remember how you got to a certain place in the cave while your O2 is running out, then you won't really need the pathfinder tool either when exploring underwater caves or wrecks etc

Pin It on Pinterest

We use cookies in order to give you the best possible experience on our website. By continuing to use this site, you agree to our use of cookies.
Accept
Privacy Policy