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PDA

Controller: Sit rep!
Analyst: Ma'am, the Aurora's gone dark. Last known position on collision course with planet 4546B.
Controller: Did the life pods launch?
Analyst: None registered so far, Ma'am. And there's something else.
Controller: Say it.
Analyst: When the Aurora left dock, her emergency equipment was still on factory settings.
Controller: You're telling me we have a bird in the soup, and their Survival PDAs are running VANILLA?!
Analyst: That's the situation, Ma'am... Ma'am, what should we do?
Controller: Bring me every star chart, tech geek and concentration enhancer in the building...
Analyst: Yes Ma'am!
Controller: ...and god DAMN it you build me an update package, and you find me a way to flash them Version 1.1!

Analyst: Ma'am, there's not enough bandwidth to send everything, but I think I can optimise the automated habitat terraforming algorithms to fit them in.
Controller: You mean to say we have survivors out there with rock-faces jutting into their habitats? Make it so!

Controller: The moment we're done here I want to know who let that ship leave dock without a single room in the constructor database!

Controller: Listen up, I want this package streamlined! You don't need a focus-group approved surface texture when you're fighting for your life on an alien world. If the power systems are beta, pack them up and move on!

Controller: Tell me about this planet the Aurora was orbiting.
Analyst: Unexplored. Capable of supporting life. Ocean planet. O2 atmos-
Controller: Backtrack. Ocean planet?
Analyst: Affirmative. Does it mean something?
Controller: It means we're in more trouble than we thought. Get me the fluid dynamics team!

Analyst: Update package away, Ma'am.
Controller: Well done everyone. Now get back to work.
Analyst: Ma'am, the team needs to rest.
Controller: Listen up! Anyone who wants to tell me they've got it bad, stop and ask whether you'd rather have been on the Aurora. They're alone right now. They're scared. They're beset on all sides by alien nightmares - and it's only going to get worse. If you still think you should be resting rather than working on a way to keep those people safe, you bring it to me and you'll be reassigned. I'm sure the TSF could use some more bodies in the Kharaa conflict.

EXPLORATION

Over the course of several in-game days, the PDA informs the Player on the condition of the degradation of The Aurora's engine, until its eventual explosion.

The explosion is focused towards the front section of the ship.

Only after the explosion is the Player able to explore inside the Aurora, but only if equipped with a radiation suit. All three parts to the suit must be equipped in order to negate the radiation damage. Upon entry, the PDA warns that creatures around the Aurora contain traces of human tissue inside their digestive systems, indicating all bodies were consumed by Bleeders and Cave Crawlers. Also, fire and falling debris can injure the Player, and periodic shaking of the hull occurs. Further dangers are posed by the Reaper Leviathans that spawn around the ship, Cave Crawlers that litter the entrance area of the ship, and Bleeders in the underwater sections within the Aurora.

For avoiding the Reapers, there is usually one patrolling between the basin West of the Aurora, and the deep chasm beneath its bow. A Seamoth can safely sneak past by approaching from the Safe Shallows nearest to the Aurora and hugging the Aurora's side, until reaching a gap large enough for the Seamoth to squeeze through. It is recommended to disembark in shallow water so that the ramp beneath you will protect you from Reaper attack, though the Reaper doesn't normally swim that close to the entrance.

The following equipment are recommended for exploring the Aurora:

  • Radiation Suit (required to approach the Aurora)

  • A weapon for self-defense against Cave Crawlers (Such as a Stasis Rifle, Propulsion Cannon, or Repulsion Cannon)

  • Repair Tool, for repairing the Drive Room and mending broken doors.

  • Propulsion Cannon, for removing crate barriers at both the main hallway and Laboratory entrance, and to remove the Bleeders from the player's arms. A Repulsion Cannon is also a viable tool for removing crates and barriers.

  • Fire Extinguisher, for various fires (some can be found onsite)

  • Laser Cutter, for entering various rooms including the PRAWN Suit Bay and Aurora Black Box Terminal.

  • Seaglide for quick navigation through the submerged sections. 

There are two routes to the inside of the ship. The first is on the right side of the shore area of the torn up front section and constitutes an entryway behind a Floodlight blocked off by various crates. Behind the crates are a Fire Extinguisher and a fire to put out, after which the Player will find themselves in the Laboratory. The second requires going up a ramp in the torn up front section of the Aurora, the Player can enter a corridor that leads inside the ship. On the way up, the user can find several Vac-packs with crafted items inside of them. The door leading to the T-section is partially blocked off by fire. Fortunately, there are a few Fire Extinguishers lying around, which can come in handy. When the Player enters, there will be a sign to the left that says Airlock.

To the right of the T-section, there is a door which is blocked off by fire. The left corridor leads to the "Cargo Bay 3". The right door leads to "Administration". These rooms are indicated by signs on the Aurora itself.The administration office has a Data Terminal with a downloadable log titled "Alterra Launches the Aurora". The office also contains shelves, a Desk, and a Prawn Suit poster which can be taken. It also contains an Abandoned PDA with a Data Download under the headline "Essential Life Things", which will give the player the code "1454".

Down the left corridor there is rubble blocking the entrance to Cargo Bay 3. These can be gotten around dropping down from above or by using the Propulsion Cannon or Repulsion Cannon to move these out of the way. Alternatively, the player can jump and sprint from the slope to the first large cargo container, and then from there to the top of the pile. Note that in doing so, there is a fire that cannot be put out; it must simply be avoided. There is then a locked door with a keypad that can be interacted with. Entering the code from the previously mentioned Data Download into the keypad will open the door. The Cargo Bay is a large area full of cargo containers, Vac-packs, forklifts, and a few other miscellaneous things.

There is a cargo elevator in the cargo bay, which is stuck halfway.

Following the ramp down reveals an underwater section which leads to a T-corridor. To the left, there will be a Sealed Door. To the right, there is a room called the "Seamoth Bay".The door to this room is locked, but there is a damaged panel which the Repair Tool can repair. When this panel is repaired, the door is unlocked, and the player can enter. The Seamoth Bay contains two pieces of a damaged Seamoth, which can be scanned. It also has a Seamoth Depth Module MK1 Upgrade Module.Cutting through the Sealed Door will lead the player into a locker room. Some of the lockers are open and have loot inside, like batteries, first-aid kits and water. There is an Abandoned PDA with a Data Download titled "Sweet Offer". It will give the player the code "1869"

Leaving the locker room, there will be a sign labeled "PRAWN Bay". This is the location where the PRAWN Suit Fragments will be found. The door to this room is locked, and like before, has a panel that needs to be repaired. Once the door is unlocked the player can proceed into the room. This room has multiple PRAWN Suits hanging from the ceiling, presumably waiting to be deployed. To the right is a pile of rubble with broken PRAWN Suit Fragments and other miscellaneous things piled on top of each other. The fragments may require nearby fires to be put out in order to be scanned. Among the rubble is a Storage Module. Next to that is a ramp blocked off by fire and rubble. Once those are cleared, there is a door that leads to the "Living Quarters".

In the water is a large system of pipes and wires. In the system of wires is a hole you can swim through and you will find two doors. The password is currently unknown.

Within the area is a Fire Extinguisher and a Flashlight. Following the wall in the South-East leads to the Laboratory.

Coming from the Aurora entrance: Remove the crates blocking the doorway, then follow the hallway until there is a fire. On the right lies a fire extinguisher which is useful for putting out the aforementioned fire. Continue until a submerged room is reached.

Coming through the Prawn Suit Bay: Go underwater at the far right corner from the entrance to the Bay to find a tunnel leading to the lab. A room prior to the actual laboratory contains a data download panel with a Data Download titled "Aurora Black Box Data". It provides the "Energy Pulse Origin" signal. There also is a Vac-pack containing a Battery in front of a locked door that requires the Laser Cutter. Behind it is the actual laboratory.

A nearby Abandoned PDA has a Data Download titled "Lab Access" containing the code, 6483, for the two nearby doors. These grant access to the storage room, where three large Lab Containers can be found, one small Lab Container, a test tube-type Lab Equipment, and a microscope-type Lab Equipment. The two Vac-packs contain Disinfected Water and there's a Data Terminal that states it decorrupted the player's PDA and unlocks the Repulsion Cannon.The Living Quarters are various rooms that provided living conditions for the various crew and passengers on the ship. If the player goes right, there is a room filled with Filtered Water and Nutrient Blocks. If the player goes left, there is a galley. There are bar tables and chairs lying on the ground, along with a few handy Vac-packs. There is a vending machine to the left, as well as a "Keep Calm" Poster, which can be taken.

At the front end of the corridor, there are sleeping quarters for the people on board. There are beds, a "Natural Selection 2" poster, and a few lockers. To the left there is another corridor, with 2 locked doors. One of the doors is unlocked by the code "1869", which is found in the Abandoned PDA named "Sweet Offer". In this room a Capand an Arcade Gorge Toy can be found. There is a locked door at the end of the hallway which can be unlocked with the code "2679". Inside the room, there is Aurora Miniature, an Aurora Poster, and a Data Terminal that contains a Data Download titled "Alterra HQ - Last Recorded Transmissions", and unlocks the Neptune Escape Rocket.

Backtrack to the T-corridor from earlier, and this time, go straight. This will lead to the Drive Room.

Inside the Drive Room are four large generators. They are connected by catwalks, though some are underwater and heavily damaged. The generators are covered in breaches, and the Player's objective is to repair them using the Repair Tool, however it should be noted that the flooded part of the drive core, where most repairs need to be done, is full of Bleeders. Repairing the breaches removes the radiation entirely after three in-game days.

When entering the generator room, the PDA warns the player that radiation is at maximum tolerable levels.

The Cyclops Engine Efficiency Module for the Cyclops can also be found in the Drive Room, sticking out from the upgrade console at the center of the room. Bleeders can also be found in the water around the generators.

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