Beginner's Guide to Any% Resources and Routing
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Beginner's Guide to Any% Resources and Routing
Updated 5 years ago by ajchimaera

Advisory: this is not an exhaustive guide or an in-depth tutorial. Generally to get an idea of the best movements and routing, watching other runs - especially those high up the leaderboards - is always advised, as that will give the visual aid to follow in-game. The intention of this guide is to hopefully explain some of the bits behind the runs that may often be overlooked when in the moment. Something of a run sheet to refer to as you watch a run to perhaps shed some light on what the runner is doing, and when, and therefore better learn the resources required. In each section there will be a list of the minimum resources required, and the crafting to be performed. Once you are more comfortable, you may wish to perform some of the later steps earlier if you have the resources required, but be mindful of power requirements for crafting. Generally, working more than one step ahead is not recommended.

In terms of locations visited, the maps here may help: https://imgur.com/gallery/CKQTZXP

1: Leave the lifepod by the bottom hatch (ladder animation is too slow) and check your surroundings. Spawn locations are random within the area of the Safe Shallows biome. When first starting, resetting for spawn is not as essential, but as you learn landmarks, you may want to reset until you know you're in a location you're comfortable with. Collect at least 2 Acid Mushrooms, 1 Copper, and 1 Titanium. The first two limestone outcrops broken will always be one and then the other, but if you get a Copper from your first, and there is a Metal Salvage closer than a 2nd outcrop, that can be collected instead for the 4 Titanium. You should aim to get these on one breath - less than 45 seconds. Return to your lifepod.

  • Minimum Resources Required: 1x Copper; 1x Titanium; 2x Acid Mushrooms.
  • Crafting: Battery (Copper, 2x Mushrooms); Scanner tool (Battery, Titanium). While the Scanner is building you can pick up the medkit off the opposite wall.

2: You can leave the lifepod when the scanner is just under 70% completed to save a small amount of time. Your best destination here to towards a wreck around the borders of the Safe Shallows as these are the most likely locations for Seaglide fragments boxes to spawn in. Seaglide boxes are identifiable as small boxes with a burn mark on their top side. Next, head to a kelp forest area in order to collect 2 Creepvine Seeds (if you come across two random Seaglide boxes along your path, you can short-cut the wreck and head straight to the forest). On the way back to the lifepod, some more 'tier 1' resources are required. The best place for these are from a coral tube - there is one large such tube in the North-West of the Shallows, and another around half-way down. The former is identifiable by it's size and large open ends. The latter has one end inside a cave, and the other half-buried.

  • MRR: 3x Copper; 5x Titanium; 2x Acid Mushrooms; 4-8x Quartz.
  • Crafting: Battery; Copper Wire; Lubricant (Creepvine Seed); Rubber (Creepvine Seed); 2x Glass (2x Quartz); Survival Knife (Rubber, Titanium); Oxygen Tank (3x Titanium); Seaglide (Battery, Copper Wire, Lubricant, Titanium). While the Seaglide is crafting, place any extra materials in lifepod storage. Collecting Quartz and crafting the Glass at this point is to save on inventory space later.

3: Where best to go now will depend on your spawn. At this point you need to find 6-8 Sandstone outcrops for 'tier 2' resources. All the outcrops within the caves of the Safe Shallows are static spawns - they will always be in the same place every run - so once you learn the landmarks you will be able to find them more easily. There is one cave with 3 off the side of the northern coral tube, and another 3 in a 'low ceiling' cave just to the south of the tube exit. Along the way you will also want to use the Knife to break some Table Coral samples, and gather additional tier 1 resources.

  • MRR: 2x Silver; 2x Gold; 3x Table Coral; 4x Copper; 9-13x Quartz (depending on previous gathering); 13x Titanium; 2x Acid Mushrooms.
  • Crafting: Battery; Copper Wire; Computer Chip (Copper Wire, Gold, 2x Table Coral); Wiring Kit (2x Silver); 2x Glass; Habitat Builder (Battery, Computer Chip, Wiring Kit). Collect as many resources as possible from the lifepod storage while the Habitat Builder is being crafted, prioritising Quartz and Titanium. Food and Water can be consumed for the sake of inventory space, and the Flares can remain in the locker.

4: Time to construct the primary sea-base. Position a standard Tube near the lifepod hatch - you should ideally be able to exit the lifepod and enter the base hatch with minimum turning or swimming. However you will want to have room behind the first tube for 4 additional tubes, so some rotation may be necessary. After constructing the first Tube (2x Titanium), place a Hatch (Quartz, 2x Titanium) on the closest end. Then build a Solar Panel (2x Quartz, Copper, 2x Titanium) on top. Add two Glass Tubes (2x Glass) behind the first, and two more metal Tubes behind them. Build a Vertical Connector on top of any one of the metal Tubes. Now, or at any point if you need to turn Metal Salvage into loose Titanium, enter the base and build a Fabricator on the wall next to the Hatch (when facing the Fabricator the Hatch should be to your right). Craft 2x Glass, placing a Window on each wall as each Glass completes. Place the blueprints for 2x Lockers inside your base, one in front of the window next to the Fabricator, and one down the end of the first Tube. The intention here is to get the base to -0.5 Hull Strength so it will start to flood. Once -0.5 is achieved, leave the base to collect some materials while it floods. Note: This guide does not specifically make use of 'Dual Fabricator' strategy for faster crafting. Once you are comfortable with resource collecting and familiar with the crafting menu, you may wish to position things in your base so a second Fabricator can be placed alongside the first, next to the nearest Locker. This requires an extra Gold, Titanium, and Table Coral, which can be worked into collection at any point from here onwards.

  • MRR: 4x Titanium; 2x Copper; 4x Acid Mushrooms; 9x Table Coral.
  • Crafting: 2x Batteries; 2x Lockers (while each Battery is crafting, finish one of the Lockers placed earlier) If you kept any Lead from the Sandstone earlier, place it in the furthest Locker. Place everything that isn't a Tool into the nearest Locker. If you were in the Base when it flooded and the water rose above your head, you will already have "Super-Seaglide" (SSG) enabled. If not, deconstruct the Hatch slightly while inside the flooded base, then reconstruct it back to full. When you leave, you should notice the Seaglide moves much faster. This effect will persist until you leave the water (either by jumping above the surface or entering the Lifepod or another non-flooded Base). While practicing, if you lose SSG at any point in the first resources sections, it is best to simply continue with the step as normal, rather than breaking the flow and heading back to base prematurely. If you're chasing a Personal Best and times are tight, you will most likely want to just reset instead.

5: Return to a Kelp Forest area and find a cluster of 2-3 Stalkers in close proximity. Stalkers will pick up Metal Salvage from the sea floor and bring it back to drop in a 'nest'. Each time they pick up metal there is a change for them to drop a Stalker Tooth. Four teeth are required for the run. To increase the pick-up chance, either find a location where Stalkers (a.k.a 'Dogs' because they play fetch) are close enough together that they will exchange metal from other Dogs' nests, or continually pick up metal from a Dog's nest to then drop it slightly further away, so that it will pick it up again. To prevent Dogs from chasing you, ensure at least 4 Metal Salvage pieces are nearby, as they will then go towards those. There is also a model of Metal Salvage (metal4 on the wiki page) that seems to have a 0% drop rate for teeth (the other 3 models are 25% each). If you are able to identify pieces (they look sort of L-shaped with one long piece of metal and a smaller bit hanging off one end) and collect them (and not drop them again nearby) it will increase the effective tooth drop rate. While waiting for teeth to drop (they make a distinctive sound if you're close enough to hear) collect other materials from the area, and scan any Mobile Vehicle Bay fragments that are nearby (larger, cleaner boxes than Seaglides). Once you have all 4 teeth (or you wish to not spend more time now waiting, and instead come back later while out gathering more materials) head back to base. By the time you have returned there should be a 'breach' in the first tube of your base that has the animation of water venting into the base. If so, then the Windows can be deconstructed for the 2x Glass.

  • MRR: 4x Stalker Teeth; 2x Creepvine Samples; 4x Creepvine Seeds; 2x Metal Salvage; 1x Silver.
  • Crafting: Fibre Mesh (2x Creepvine Samples; Rubber; 3x Lubricant; High Capacity O2 Tank (2x Glass; 4x Titanium; Silver; O2 Tank (take your current tank off)). While the High Cap Tank is crafting, place all other crafted items, and the Teeth, into the farthest Locker.

6: We now need to start gathering the most resources. To halve the number of trips required from Base, you should make use of the 'Remote Storage' glitch. Enter the lifepod, then interact with the storage locker, and quickly interact with the bottom hatch. If you successfully interact with the hatch before the locker 'opens' (there is an audio trigger and a visual animation) then your attempt to access the storage is 'stored' until the next time you open the PDA. This gives an extra 32 spaces of storage, once per trip. It will take practice to not open your PDA as you collect things - while practicing, if you do, and lose the effect prematurely, it is best to finish your current lot of gathering, then return back to base, and then not re-enable it again for finishing off that gathering trip. If you're grinding down a Personal Best, it's probably a reset. Once Remote Storage is enabled, enter the Base again and reactivate SSG (by manipulating the Hatch with the Builder again). The best place to go for the next gathering step is the North Geyser - a thermal vent near the border of the Kelp Forest and Red Grass Plateau biomes. From most spawn points, it will be towards the Mountain Island - when surfaced, look towards the faint collection of cloud to the left of the front of the Aurora. In the top tier there is 8 guaranteed Sandstone outcrops, with more spawning randomly in the caves beneath. The caves at one side will include a large number of Drooping Stingers and Crashfish, but these will all ignore you while you have SSG active. The dangers here are an occasional Mesmer, or getting too close to the main Geyser blast zone (above the main vent when it's active). Once your inventory is full, open PDA and transfer as much as you can into the lifepod storage via Remote Storage (if the Flares are still in there, transfer them out, and drop them from your inventory later along with any excess Lead). There are several places to go for additional Sandstone. The nearest is to the West (away from the Aurora) from the Geyser caves, at a point where the NW Red Grass biome drives a wedge between a section of Safe Shallows and the main Kelp Forest area, identifiable by a single mesa-like pinnacle. On the West side of the pinnacle is another cave where Sandstone can be found, usually in good quantities. Once the required amounts of Tier 1 & 2 resources are acquired, return to base, picking up Metal Salvage, and scanning any Mobile Vehicle Bay fragments still required. Ideally have as much Salvage/Titanium still in player inventory when you return to base, as turning Salvage into Titanium and then into Ingots is the best way to free up inventory space. When you enter your base, craft 2x Titanium Ingots, then go up to the lifepod, craft one more, then collect everything from lifepod storage. Some crafting may need to be done in lifepod depending on base power.

  • Scan: Mobile Vehicle Bay
  • MRR: 3x Quartz; 11x Copper; 12x Silver; 8x Gold; 9x Lead; 31x Titanium.
  • Crafting: 3x Titanium Ingot; 5x Copper Wire; 4x Wiring Kit; 4x Computer Chip (using 8x Table Coral from storage); 2x Adv Wiring Kit (2x Gold, Computer Chip, Wiring Kit); Rebreather (Wiring Kit, Fibre Mesh (from storage)) Store all crafted materials, plus Lead, in the farthest Locker, and raw materials in the nearest (3 Quartz, Copper, 4x Silver, Titanium).

7: To complete the run, 7 more Titanium Ingots are required, as well as 11 total loose Titanium. A single max inventory gathering trip using Remote Storage should gather all the Salvage required for the Ingots. 7 loose Titanium should be stored in the nearest Locker with the Quartz and Copper. As you are crating Ingots, deconstruct the excess parts of the Base for the Metal and Glass, and craft the Enamelled Glass using the Stalker Teeth. Note: The Aurora will explode at a time between 46 minutes and 1h20m depending on the time a 'radiation warning' voice log was received (given between 9m12s and 16m). Once it has exploded, an alternative point of entry will be required. If you are finding that you are not entering the Aurora before 46 minutes, you should go there sooner. First collect the 2 spare Batteries from the Locker, and 1 Rubber, swap the Battery in your Seaglide and Habitat Builder for new ones, then craft a Power Cell. Fetch a medkit from Locker or lifepod if not currently in inventory. Begin crafting the MVB, then leave your base while it's still building (it takes a long time).

  • MRR: 70x Titanium
  • Crafting: 7x Titanium Ingots; 4x Enamelled Glass (Glass, Stalker Tooth), Power Cell (Rubber, 2x Battery); Mobile Vehicle Bay (Titanium Ingot, Lubricant, Power Cell).

8: From your Base, wherever it may be, look towards the rear end of the Aurora, and aim just in front of the engines area. Pick up 1 piece of Metal Salvage on your way. Do not pick up anything else - when you die, you keep only one thing you picked up after you last left a base, and you want it to be that piece of Salvage. If you see any Cyclops Engine or Bridge fragments, and are confident you will have enough health, scan them now to reduce the number required later. Enter the "maintenance hatch" near the back end of the Aurora - watch some current runs to learn the location. If you keep centered between the parts of the hull, and stay around a depth of 2m, you should not clip against anything and be pushed out of the water. If you do lose SSG, you may still be able to continue to enter, depending on life total and number of medkits (you may as well continue to try anyway). Straight ahead from the point of entry, the Drive Room should be visible by the sparks falling from the reactor breaches. To the right of that room, there should be two spots of blue light visible from PDAs in the Locker Room.

  • Sep-18 Patch, with SSG: beyond the Locker Room to the right is the PRAWN Bay. Once close enough, three parallel pipes should render in. Facing the leftmost from a depth of ~10m, go straight up (pressing Jump) and you should clip through the floor into the Living Quarters corridor.
  • Latest Patch, or lost SSG, or failed the above clip: directly behind the Locker Room is a sloped hallway that leads up to the PRAWN Bay. It is possible to jump out of the water onto the bottom of the corridor, before it starts to slope upwards. At the top of the slope, the wall between that hall and the walkway half-way up the PRAWN Bay wall is not solid - you can jump through onto the walkway, and then jump down to the floor below. You can land in the water to not take damage. You can then jump your way up the tumbled boxes on the far side to get up to the Living Quarters doorway.
  • Both entrance points: from the hallway, run up the corridor into the Living Quarters and turn left. The farthest room at the end, on the right, is the Captain's Quarters. The code for the door is always 2679. The databank in the far corner gives the Neptune Rocket Platform blueprints. You should now die to fire or electricity or radiation to warp back to base. MRR: Metal Salvage

9: Back in your base, collect the MVB from the fabricator, and the 3x Quartz, Copper, 7x Titanium, 1 remaining Table Coral from the nearest Locker. Then 2x Lead, 1x Lubricant, 2x Titanium Ingots from the farthest. Go back up to the lifepod and place the MVB into the lifepod storage. Start the Metal Salvage you collected on the way to the Aurora crafting into metal, then activate Remote Storage and leave (you should be able to leave before the metal appears in your inventory. If not, drop it into the nearest Base Locker and reactivate Remote Storage). Reactivate SSG and then go towards the Mountain Island. On the way you should pass near Lifepod 3, and collect an Eye Stalk Sample using the knife from the cave just North of there. Continue to where the Mountain Island begins and start looking for Shale Outcrops, but stay near the surface. Once you round the 'corner' and approach the side of the QEP (gun) building, fill up on O2 from 0m (do not lose SSG if at all possible) and descend to the cave entrance below. Pick up the Purple Tablet, then follow the cave down and to the right. Break more Shale and collect raw Lithium until you have at least 3 Gold or your inventory is full. You can start building a base (Tube + Hatch + Solar Panel using 3 Quartz, 6 Titanium, 1 Copper) down near the Alien Arch platform and free up some more inventory spaces. If you have not found at least 11 Lithium or at least 3 Gold yet, descend to the thermal spires below the base point and search until you're at ~30 O2 (or you achieve 14 and 5), then go up to the surface. At 0m, open your PDA to use Remote Storage. Swap the MVB for all the Lithium and all but 1 Gold. Descend to the Alien Arch platform and drop Eye Stalk Sample, Gold, Titanium, and Table Coral in a neat row near the Arch on the side towards your Base.

  • Latest Patch: Due to removal of the ability to go out-of-bounds in the QEP (or if you are not confident with that clip) you will require an extra Purple Tablet. There is one clipped slightly out of bounds below the Alien Arch platform, near the outer edge of the flat space beneath, where a tether cable meets the ground near a rock - a purple glow can be seen on the surrounding rocks, especially at night. Using SSG you can collect the Tablet by slightly clipping into the ground at speed.
  • MRR: Eye Stalk Sample; 3-5x Gold; 11-14x Lithium; Purple Tablet (x2 if Latest Patch/not using Gun Clip).
  • Scans: Any Cyclops Engine, or Moonpool, along the way.

10: Descend to the large wreck below the thermal spires - and beware of Eileen the Reaper Leviathan. With SSG they are not particularly dangerous unless you are caught unawares. If you're missing Gold or Lithium you should be able to collect up to 4 slots worth (e.g. 1 Gold, 3 Lithium). Scan any remaining Cyclops Engine and Moonpool fragments - if not enough are at the wreck, you may be able to find more along the next section, as far as the Lost River entrance. If you're practicing, continue searching until you find them all. If you're grinding, not finding the fragments at the wreck or along the immediate route is a reset. After the wreck, aim towards the lifepod beacon and move up the ravine until you reach the Mushroom Forest biome. Say hello to Mabel, the Reaper Leviathan, but avoid her kisses. Use the knife to take a Mushroom Sample, then a Bulb Bush sample. Surface for air and proceed East (towards a point some degrees in front of the Aurora's bow) along the bottom of the surface. Once you get to a point that you've passed over a Giant Bulb Bush and see some triangular formations, descend to find the Lost River entrance. While practicing, it's best to find the entrance, then surface for air, and then descend straight back down into the cave. Collect a Ghost Weed Sample at any convenient point along the way - there is one almost at the end of the passage on a prominent hill that most runners aim for. Say hello to Casper, the friendliest Ghost Leviathan, and hope he blesses the run.

  • MRR: 1-2 Gold (depending on previous step); 1-3 Lithium (ditto); Mushroom Sample; Bulb Bush Sample; Ghost Weed Sample
  • Scan: Cyclops Engine; Moonpool

11: Descending into the Lava Zone corridor, start looking for Nickel along the ledges near the lava pools. It can be very hard to find. If you run short of oxygen, and are under 1100m depth, build the Moonpool to enter and save your inventory, then die in lava. At that depth it will begin to automatically flood, and you can get SSG again by swimming to an air pocket at the very top, and back outside. Deconstruct and move on, and once 3 Nickel are found, move into the Lava Castle caves and collect up to 4 Kyanite and 4 Crystalline Sulfur. Build the Moonpool on the right-hand side of the Thermal Plant and enter it to save inventory and activate it as a spawn point. If you did not find enough Kyanite or Sulfur, wait until it floods enough to get SSG again (water just needs to reach the top of the first ledge) and search the opposite end caves until you do (sulfur can also be collected from out-of-bounds soon, but that is riskier). After losing SSG from entering the Thermal Plant for more O2, ensure your health is around 25 by taking damage from the lava below, then re-enter. Jump over the first ledge to the ramp below to further reduce your health with fall damage - you want to be around 5-10 health. Collect the Ion Crystal, use the Purple Tablet, and enter the generation room. Run up the ramp around the walkway to reach the databank the other side, collect the Ion Battery blueprints from it, then jump off the ledge to die to fall damage, and respawn back in your Moonpool.

  • MRR: 3x Nickel; 4x Kyanite; 4x Crystalline Sulfur; Ion Cube
  • Blueprints: Ion Battery & Power Cell

12: Regain SSG from the ceiling of the Moonpool, then exit and deconstruct it. Move back to the cave you entered by, and clip out of bounds using the Mobile Vehicle Bay - watch a recent leaderboard run to see what locations work well. If you take more than ~30s to do so successfully, rebuild the Moonpool, enter it again, and respawn again. If you're grinding, this would be a reset. Once out of bounds leave the MVB behind and descend, going around the outer wall of the terrain to end up underneath the Lava Lakes. Aim for the bottom-right of the PCF - on Sep-18 patch it will be a large cube, on Latest Patch it takes a while for that to render, so just aim for the caves. Enter in the bottom part of the caves, near the Ion Cube. Collect it and a Sea Crown Sample. Exit the caves and move to place an Ion Cube into the Hatching platform, then go up to the partially covered Alien Arch. With SSG you can slightly clip into the temporary sand and interact with the Ion Cube pedestal beneath to activate the portal. Go through the portal.

  • MRR: Ion Cube; Sea Crown Sample.
  • Blueprint: Hatching Enzyme (by activating the portal).

13: Collect the Titanium, Gold, Table Coral, and Eye Stalk Sample you left earlier. Drop the Lead from the Moonpool if you are lacking inventory space. Enter the base, construct a Fabricator, and craft the Hatching Enzyme. Leave and deconstruct the hatch as you're swimming backwards, drop the Titanium (keep the Quartz) then go through the portal again. Deposit the Hatching Enzyme at the console, and swim back out through the portal. Interact with one of the Enzyme 42 samples.

  • Sep-18 patch, takes some practice: After being cured, take off O2 Tank and Rebreather, then move up to a spot just inside the alien moonpool entrance, at the furthest of some square details, where the side starts to angle inwards. Check out a current leaderboard run for visual reference. Pushing against the wall and jumping allows clipping out of bounds. Swim directly along towards the mountain, then continue up next to the mountain wall (there's an air pocket if you're too far away) to go up to the top of the 'ramp room' on the outside. Navigate underneath a corridor, then up above it on the other side, and just beyond the barrier, in the corner of the room, there is a gap to clip back into the control room. Interact with the console to disarm the QEP. Retrace your steps back out the control room the same way, and directly the other side of the barrier, above the Tablet pedestal, another spot in the ceiling allows access back inside. Swim down inside the ramp room to collect the Purple Tablet and Ion Cube while drowning. If at any point required, re-equip O2 Tank if you are drowning prematurely - the Ion Cube is not required but a different Purple Tablet is annoying to come by. Or once the 'right' side of the control room barrier, you can leave by the moonpool exit and oxygen will return. It will just take longer to death warp again.
  • Latest patch, or not confident with the above out-of-bounds: After being cured, head inside the alien moonpool and go through the far door into the 'ramp room'. Run up the ramps and collect the extra Purple Tablet on the way up. Enter the control room, disarm the gun, then jump from the top floor of the ramp room again to (hopefully) die. Ideally your health should be ~25 after crossing underneath the lava lakes, if not then some acid mushrooms inside the PCF aquarium could have been used, otherwise it'll just take longer to death warp. Or, just run out the door into the water and drown.
  • MRR: Purple Tablet; Ion Cube (on Sep-18)

14: Because of deconstructing the hatch on the mountain base, you should respawn back in your lifepod after dying in the QEP. If not, deconstruct the hatch (from the outside) and then die again. Collect the Titanium from the fabricator (from the Salvage we left there after the Aurora). If you only kept the Quartz from the mountain base Hatch, you should still have it in your inventory. Leave the lifepod, reactivate SSG, then head South towards the Sparse Reef - from the surface, looking to the right of the back end of the Aurora, there should be another faint cloud to head towards. Once you get close enough to see it reveal the Floating Island, descend to find the Sparse Reef. Collect 2x Rubies, 2x Gel Sacs, and any remaining Gold or Lithium not collected from the Mountain stage. Move West towards the Blood Kelp Trench (look at your lifepod, then turn directly left) to find the entrance to the Sanctuary Cache cave. Use the Purple Tablet to open the barrier, then collect 3-4 Ion Cubes (depending on if you collected one from QEP). On the way out, collect a Salt. Directly opposite the main cave entrance is the large wreck. Constructing a tube clipping inside the hull of it will make it disappear, but all the contents remain (warning, this is not true for most other wrecks, so use at your peril). Find and scan Cyclops Bridge and Hull fragments, and collect the Shield Generator databank from the top room inside (normally requires laser cutter). Once all fragments are scanned, find the small cave North of the wreck (towards the Blood Kelp Trench) and collect 3 Deep Shrooms. Construct a Tube + Hatch, enter to save inventory, exit and deconstruct hatch, then knife more Shrooms clusters to death warp back to lifepod.

  • MRR: 2x Ruby; 2x Gel Sac; 3-4 Ion Cubes (depending on previous steps); Salt; 3x Deep Shroom; any remaining Gold or Lithium.
  • Scan: Cyclops Bridge & Hull fragments.

15: After respawning back in Lifepod, empty Gold and Lithium from Storage - should have inventory space, but can craft Aerogel and HCL + Polyaniline if required. Head down into base to collect 7 Ingots to craft into Plasteel Ingots. Collect Silver and Gold and Rubber from Lockers to craft Ion Batteries and Power Cells. Place Aerogel, Kyanite, Sulfur, Nickel, and Plasteel into far Locker, collecting all 'electronic' items and Lead. Titanium Ingots and Lubricant from Moonpool should still be in inventory.

  • Crafting: 2x Aerogel (Ruby, Gel Sac); Hydrochloric Acid (3x Deep Shroom, Salt); Polyaniline (HCL Acid, Gold); 4x Ion Battery (Gold, Silver, Ion Cube); 2x Ion Power Cell (2x Ion Battery, Rubber); 7x Plasteel Ingot (Titanium Ingot, 2x Lithium).

16: Ensure you have 9 free inventory spaces. Activate SSG and head to the 'pinnacles' on the NE face of the Safe Shallows (facing the Red Grass area between there and Aurora), just along from the Geyser ridge. The MVB from the Lava Zone before will have floated up and be able to be collected from here, and can be taken slightly out to where it's deeper to craft the Neptune Platform. Once it begins crafting, swim back to base (importance of a spawn point close to here becomes apparent) and collect everything else from the Locker. Reactivate SSG and swim back to the Platform, and jump on top to construct the Gantry. Go back to the MVB and create the Cyclops, then return to the Platform console. Start the next stage, then head off the platform and around to the right-hand side of the Cyclops (be careful it doesn't fall on you). Go inside the Cyclops, up to the top floor, and down to the left-hand side at the back to the Upgrade Fabricator. Remove one of the Power Cells and create the Shield Generator. You can pick it up anywhere in the Cyclops so just run back to the ladder and outside again. Return to the Platform console for the next stage, and wait. Start the final stage and then run around the left side of the Rocket to the elevator. It's possible to start the elevator as you walk onto it. Enter the rocket and start activating the lower level switches. The final stage should complete as you access the second panel. Ascend the ladder and interact with the consoles either side (can ignore time capsule), then interact with the chair after it rotates. Congratulations!

  • Crafting: Neptune Platform (2x Titanium Ingot, Computer Chip, 4x Lead); Gantry (Plasteel, Copper Wire, Lubricant); Cyclops (3x Plasteel, 3x Enamelled Glass, 3x Lead, Adv Wiring Kit, Lubricant); Boosters (Plasteel, 3x Nickel, 2x Aerogel, Wiring Kit); Cyclops Shield Generator (Adv Wiring Kit, Polyaniline, Power Cell (from inside Cyclops)); Fuel Reserve (Plasteel; 4x Kyanite; 4x Crystalline Sulfur; 2x Ion Power Cell); Cockpit (Plasteel, Enamelled Glass, Shield Generator, Computer Chip).