Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
There's several different entrances, but some of them are a pain in the wazoo because they're long lava tubes which are narrow and pitch black. One such is in front of the Aurora. I do not recommend that route.
My favorite one is over by the floating island, which may very well be close to what you're calling blood kelp 2. I head in that direction in the cyclops from the safe shallows after I have all the depth upgrades installed (it's not necessary for Lost River, but I like to explore the inactive and active lava zones, too). I usually leave the seamoth because it has a depth limitation of 900m, and with the latest update it will get destroyed inside the Cyclops if you go deeper than that.
As I head west I plunge as deep as I can go using the camera on the keel to gauge things. At some point after the koosh forest, eventually I come across a cavern entrance in the depths. I follow it and voila, Lost River.
I know that's not very specific, and someone else will come along and give you better directions, but honestly, that's really all you need to go by. And it's a lot more fun and rewarding in my opinion to find it yourself. But that's enough to go on to find it. Discovering the Lost River and then exploring it into the inactive and active lava zones are some of my favorite things to do in the game.
Take a bunch of beacons. I'd say about half a dozen. Set them out at important junctures, with decent - but short - labels. Also, make sure you have a spare knife, just in case.
When you get into the inactive and active lava zones, look for the lava larva. They'll attach to the cyclops and start draining the power. Knock them off with either of the propulsion/repulsion cannons or the knife. It's more of a nuisance than a catstrophe if you have the power cell recharger installed (and you should) but keep on top of it, or they'll keep piling on.
Have an indoor grower full of marble melon, the fabricator, and the power cell + battery chargers installed. I also make a ton of wall lockers so I can hold mats.
Have fun!
The one underneath the Deep Grand Reef is less dangerous (no Reapers) and beautiful to look at, but a bit more difficult to navigate.
Your choice.
http://steamcommunity.com/sharedfiles/filedetails/?id=771690134
http://steamcommunity.com/sharedfiles/filedetails/?id=771690044
That sounds a helluva lot easier than the Sea Treader Path entrance. That one sucks.
There are two Blood Kelp regions. One to the northeast (I think) and one somewhere in the west, probably near the floating island.
LOL. I have a base right there between the Deep Grand Reef and the Lost River entrance and there are usually two or three Crabsquids there waiting for me whenever I take the Seamoth back out of the cavern area.. They are damn persistent, too.
You recharge the power cells for the Cyclops from the cyclops? How can you charge more than you use?