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Where To Go First In Subnautica 2 – Campaign Walkthrough Guide


Are you curious about where you need to go first in Subnautica 2? The world of Proteus is vast and made up primarily of water. That means, just like the previous games in the series, you need to dive to the depths to discover information about lost colonists and ancient wonders. Our guide is just what you need whether you’re playing on Survival Mode or Creative Mode.

Subnautica 2 sandbox campaign: Differences between Creative Mode and Survival Mode

While Subnautica 2 does have an expansive sandbox, there are some notable differences depending on the mode you choose at the start of the campaign. Here’s what you need to know about Creative Mode:

  • Creative Mode removes all constraints: Your health, oxygen, food, and water meters won’t get depleted at all. Likewise, most enemies remain passive and won’t even bother you.
  • All blueprints/recipes and Adaptations are, likewise, available to you right from the get-go. However, you still need to gather resources if you want to craft and build stuff.
  • Various tools, such as the Wakemaker, Sonic Resonator, and Scanner are all neatly assigned to hotkeys. They won’t run out of battery at all.
  • Most blackbox signals won’t appear. It’s a pure sandbox as opposed to regular progression.

Survival Mode, meanwhile, offers a more traditional experience:

  • You have to be mindful of your oxygen, health, and the like, as well as hostile creatures.
  • You still need to scan objects to unlock crafting blueprints. Adaptations, upgrades, and resources need to be acquired.
  • Multiple blackbox signals appear as you explore, akin to story beats/progression.

If it’s a case of asking where you need to go first in Subnautica 2, then Survival Mode has a gradual step-by-step progression related to exploration. Conversely, Creative Mode allows you to go wherever you wish.

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The Lifepod, the Noetic Advisor (NOA Terminal), and the Welcome Center

In Survival Mode, your character has to escape from a crashed hab, before they’re jettisoned in a Lifepod. That’s when they find themselves in the middle of the ocean. In Creative Mode, your character starts in the Lifepod already. Regardless, it’s imperative that you take note of your Lifepod’s signal/icon. It’s a fixed point, so you always know the relative location and general direction of other places to visit in the game.

The Noetic Advisor (NOA Terminal) in your Lifepod provides periodic updates as you continue to explore. This causes blackbox signals from missing colonists to get marked on your HUD. In Creative Mode, the one that pops up early on is for Wander, which we discuss a bit later in our guide. In Survival Mode, you’ll want to swim south-southeast from the Lifepod to reach the Welcome Center. It’s where you need to go first in Subnautica 2.

Here’s what you need to know about the Welcome Center:

  • There’s a slot for a Basic Battery. Place one inside the device to power up the entire facility.
  • The Bio Lab machine lets you select Biomod skills. For now, we recommend the following:
    • Active skill: Dash – Dash in any direction to avoid predators or hazards.
    • Passive skill: Oxygen Control – Slows oxygen consumption when you’re not moving.
  • Swim down the small opening to scan the Habitat Builder. It’s the tool that you need to construct bases in the game.

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Anita and the Angel Comb Adaptation

As you roam around the seabed, the NOA Terminal should ping you about various blackbox signals nearby that it detected. One of these should be a signal from Anita.

  • Go 160 meters north-northeast of the Lifepod. In the distance, you’ll spot a large angel-like tree with a pink flower bulb. This is an Angel Comb.
  • Interact with the bulb to unlock an Adaptation upgrade. This particular function allows you to eat alien food.
  • Don’t forget to pick up the nearby Anita blackbox, too.

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Chap and the Colonist Bunker

Another blackbox that you’ll hear about from the NOA Terminal concerns a colonist named Chap:

  • The signal is approximately 250 meters south-southeast from the Lifepod. You should see a rocky crag with several pillars jutting out. There’s also a massive Coral Crab that wakes up as it’s approached by a Hammerhead.
  • Go through the tunnel opening and check the sides for a hatch. This happens to be one of several Colonist Bunkers in the game. Inside, interact with the biobed to receive an inventory slot upgrade.
  • You should scan other objects, too, like the Bioreactor.

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Camp One

So, where should you go next in Subnautica 2? Well, at this stage of the game, you’ll learn that the colonists tried constructing bases in various regions of the planet. A particular location that’s abandoned now is called Camp One.

  • It’s around 250 meters north-northeast from the Lifepod.
  • The hab has ripped apart into multiple sections. You can enter from the opening below one of the ruined corridor segments.
  • You can scan a bunch of stuff here, including the Scanner Station, Wakemaker Fragment, Power Cell Terminal, and Painted Tree.

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The Old Habitat

The datapads should inform you about another base known as the Old Habitat:

  • The location is 420 meters north-northwest from the Lifepod. Once you’re there, you’ll notice that two sections are connected by a tunnel. The entrance, assuming you’re facing the Lifepod’s icon, is at the back of the base at the left-hand side.
  • There are lots of things you can scan here, such as the Wakemaker Fragment, Sonic Resonator, Bioreactor, Processor, Safety First Poster, and Scanner Station. Likewise, the datacards here add more fixtures for your base building needs.
  • Interact with the NOA Terminal and the Dr. Wu blackbox. You’ll learn that the colonists went to the Tadpole Pens.

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Wander and the Bloom Cankers

Now, if you picked Creative Mode, then you can just go to the next area. In Survival Mode, however, you should make a detour to the location of the Wander blackbox signal:

  • If you approach the Wander blackbox signal from an area that’s close to the Lifepod, you should see a current that takes you down to a cavern. There’s a large organic tendril there with glowing blue nodules. These are known as Bloom Cankers and they can only be destroyed by a blast from a Sonic Resonator.
  • Once the tendril’s Bloom Cankers have been destroyed, follow the winding organism as you exit the cavern. Eventually, you’ll see a corrupted Angel Comb in an open area. Follow the other tendril to see another section with several Bloom Cankers.
  • After destroying the nodules, return to the Angel Comb and cleanse it of the corruption. This yields another Adaptation, which allows you to resist extremely high temperatures.

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That about does it for our guide on where to go in Subnautica 2. Now that you have a couple of Adaptations, you should be able to make your way to the Tadpole Pens. Oh, and speaking of Tadpoles, you might want to build a Tadpole submersible vehicle, too.

Subnautica 2 is currently in early access, which means new biomes, systems, and story beats are expected to be added as part of updates. For everything you need to know about the game, you can visit our Subnautica 2 guides hub.



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