|This article is about the Aurora in Subnautica. To see this subject's article on the Below Zero Wiki, click here.|
|This article is about the Aurora. You may be looking for the Wrecks or Degasi.|
The Aurora is a spacecraft sent to the Ariadne Arm by the Alterra Corporation to build a phasegate. However, its secondary mission, unknown to most of the crew, was to search for and possibly rescue the survivors of the Degasi crew.
During an attempted gravity slingshot maneuver around Planet 4546B, the Aurora was struck by a mysterious energy pulse, resulting in catastrophic hull failure, leading to its crash landing on the surface of the planet. Ryley later finds out that it was the Quarantine Enforcement Platform that shot it down. Many Lifepods were destroyed by the energy pulse and the ones that did launch were all compromised except for two: Lifepod 5, which contained Ryley Robinson, and Lifepod 4, though its flotation devices seemingly failed or were possibly overturned by a Reaper Leviathan.
Upon crashing, the Aurora plowed into the terrain, unearthing it and leaving small sand hills around the ship, resulting in huge quantities of Metal Salvage and Supply Crates being dispersed within the vicinity of the ship, providing useful materials such as Food & Water, batteries, and Titanium. Multiple Reaper Leviathans patrol the crash site.
By the time the Player awakens and begins his exploration of the area, all of the other Lifepods have been destroyed and their occupants have vanished. After the Aurora's Drive Core explodes, the ship's wreckage is surrounded by Radiation and is unapproachable without a Radiation Suit. While quite dangerous and far out, the player can visit the Aurora early in-game before it explodes, although multiple tools are needed to properly explore the ship.
The Aurora is located on the far eastern edge of the map, with its bow facing north and its stern facing south. It is visible from the surface nearly anywhere on the map, making it a useful landmark, especially if the player lacks a compass. The ship is approximately 1,280 meters long from nose to thrusters. Including parts normally hidden by the terrain, it stands to be about 500 meters tall.
- 1 Mission
- 2 PDA Speech
- 3 Aurora Exploration
- 4 Data Bank Entries
- 5 Data Downloads Checklist
- 6 Achievement
- 7 Gallery
- 8 Trivia
|Alterra Launches the Aurora|
PHASEGATE ANNOUNCED FOR THE ARIADNE ARM: ALTERRA LAUNCHES THE AURORA
The furthest reaches of inhabited space are due to expand, as Alterra Corp launches a newly-constructed capital ship, carrying a phasegate bound for the Ariadne Arm.
The Aurora will travel from spacedock on the edge of Alterra space, making hundreds of consecutive phasegate jumps through nine different trans-gov authorities, and arrive on the far side of the Ariadne Arm in three months' time. From there the command crew will pilot the ship beyond the final phasegate, arriving in the next solar system approximately 18 months later.
There the elite team of engineers will begin a 6 month construction project on the new phasegate, a multi-trillion credit investment. In the absence of existing infrastructure in the region, the vessel is equipped with advanced thermal and nuclear power facilities.
Alterra Corp. currently operates 9% of all phasegates in the galaxy. If the Aurora's mission is successful Alterra will have outmaneuvered a cabal of Mongolian corporations, operating a range of outposts and mines in the region.
|Source: Pick up Abandoned PDA in the Aurora.|
|Aurora Auxiliary Mission Orders|
- Mission: Search & Rescue
|Source: Pick up Abandoned PDA in the Aurora.|
The PDA reports Aurora's state and information about the environment to the player as they survive. During the exploration of the Aurora, it will explain the state of the ship around you.
|Starting The Game||"Attention. Hull failure imminent. All personnel abandon ship.|
Launch in 3...2...1..."
Situational Assessment Dialogue
|Exiting Lifepod 5||"The Aurora suffered orbital hull failure. Cause: unknown. Zero human life signs detected."|
|Day 1||"Detecting increased local radiation levels.|
Trend is consistent with damage to the Aurora's drive core, sustained during planetfall."
|Day 2||"Caution. Continued degradation of the Aurora's drive core may result in a quantum detonation.|
Continuing to monitor."
|Day 3||"Warning. Local radiation readings suggest the Aurora's drive core has reached critical state.|
Quantum detonation will occur within 2 hours."
|Day 4||"Emergency: A quantum detonation has occurred in the Aurora's drive core.|
The reactor will reach a super critical state in T- 10, 9, 8, 7, 6, 5, 4 [repeated], 3 [repeated], 2 [repeated to fade], 1 [not said]-"
|Entering the Crash Zone||"Lifeform readings in this region are sparse.|
The Aurora's radioactive fallout will have devastating effects on the alien ecosystem if not contained within the next 24 hours."
|Aurora Entry||"Warning: ship's structural integrity is low. Fire suppression equipment and laser cutters may be required. Exploration is conducted at your own risk."|
|Aurora, further in||"Caution: scans show the digestive tracts of nearby lifeforms contain human tissues."|
|Aurora Interior||"Aurora systems are running on local reserve power. Unable to remotely download black box data."|
|Aurora Hallway||"Scans of damage to the Aurora do not match any known offensive technologies."|
|Aurora Prawn Bay||"Picking up a faint blackbox signature, originating on the other side of the hull breach in this room."|
|Aurora Drive Entry||"The drive core shielding sustained internal damage during collision.|
Do not attempt repair without appropriate qualifications."
|Aurora Drive Interior||"Warning: local radiation at maximum tolerable level."|
Over 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. The player can be killed by the explosion if in the crash zone biome when the event occurs.
Only after the explosion is the Player able to explore inside the Aurora, but if they are not equipped with a radiation suit they will suffer damage over time. All three parts of the suit must be equipped 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 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 a Reaper attack, though the Reaper doesn't normally swim that close to the entrance.
The following equipment is recommended and/or required for exploring the Aurora:
- Radiation Suit (required to approach the Aurora)
- Stasis Rifle, for self-defense from Cave Crawlers, Bleeders, and possibly Reaper Leviathans.
- 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. They could also be used for self-defense against Cave Crawlers and bleeders.
- Fire Extinguisher, for various fires (some can be found on site)
- Laser Cutter, for entering various rooms including the Prawn Suit Bay and Aurora Black Box Terminal.
- A Seaglide for quick navigation through the submerged sections.
- A Survival Knife / Thermoblade to kill the Bleeders.
- A Grav Trap can be used quickly to contain the Bleeders in the Drive Room.
It's not possible to build a Seabase inside the Aurora; Base Pieces cannot be placed anywhere inside the ship, even if there's room. By extension, no interior modules can be placed either. It is possible to place Exterior Modules in the Aurora, notably the Exterior Growbed. A Seabase can be built right next to the Aurora with no problem.
There are two routes to the inside of the ship. The first is on the right side of the shore area of the torn upfront 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 upfront section of the Aurora, the Player can enter a corridor that leads inside the ship. On the way up, the user can find several Supply Crates with crafted items inside of them. The door leading to the T-section is partially blocked off by a fire. Fortunately, a few Fire Extinguishers are 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 that is blocked off by a 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 - Land which can be taken. It also contains an Abandoned PDA with a Data Download under the headline "Notes to self", which will give the player the code "1454". You can also collect batteries on the shelf behind the main desk.
Cargo Bay 3
Down the left corridor, there is rubble blocking the entrance to Cargo Bay 3. Before this, an Abandoned PDA named "Aurora Engineering Drone - Log" next to a single Propulsion Cannon Fragment, right at the start of the ramp leading to the entrance. 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 code is 1454. Alternatively, you can unlock the door without using a code from the other side. The Cargo Bay is a large area full of cargo containers, Supply Crates, forklifts, and a few other miscellaneous things. Very rarely, up to three Cyclops Engine Fragments can appear inside some of the large cargo containers
There is a cargo elevator in the cargo bay, which is stuck halfway. Close to it, there's an Abandoned PDA named "Trans-Gov Profile: Alterra Corp.".
Following the ramp down reveals an underwater section that 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 and an Abandoned PDA called "VR Suite Log".
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", required for Cabin 1 in the Living Quarters.
Prawn Suit Bay
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 to be scanned. Among the rubble is a Storage Module, located on an upgrade console. 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 where one can swim through to enter the room containing Aurora's black box data. Heading north through a doorway will lead to the Laboratory, however, one must use a Laser Cutter to open a door to enter.
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 left corner from the entrance to the Bay to find a tunnel leading to the lab. A room before the actual laboratory contains a Data Terminal with a Data Download titled "Aurora Black Box Data". There also is a Supply Crate 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 Sample Flasks can be found, one Cylindrical Sample Flask, a Microscope, and a Sample Analyzer. The two Supply Crates contain Disinfected Water and there's a Data Terminal that states it de-corrupted the player's PDA and unlocks the Repulsion Cannon. On a Counter close to the terminal, there's also an Abandoned PDA named "What Can We Learn From the Hive Mind of Strader VI?".
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 Supply room filled with Filtered Water and Nutrient Blocks. If the player goes left, there is a Canteen. Bar tables and chairs are lying on the ground, along with a few handy Supply Crates, a vending machine against the wall, a bar with single wall shelves, a fire extinguisher is on the wall behind the bar as well as a Keep Calm Poster, which can be taken. Sitting atop the bar is the Abandoned PDA named "Today's Menu."
To the left, you can find Cabins 1 through 3 and the Captain's Quarters. Cabin 1 is locked by a code, which is "1869", found in the Abandoned PDA named "Sweet Offer". In this room, a Blue Cap, Arcade Gorge Toy, and an Abandoned PDA, "Responsible Autonomous Relationships", can be found. Cabin 3 contains a Prawn Suit Poster - Land. Another locked door at the end of the hallway, Captain's Quarters, can be unlocked with the code "2679", which is received later in the game on the radio. Inside the room, there is an Aurora Miniature, an Aurora Poster, an Abandoned PDA titled "Captain's Log" on the bed, and a Data Terminal that contains a Data Download titled "Alterra HQ - Last Recorded Transmissions", that unlocks the Neptune Escape Rocket.
To the right, you can find Cabins 4 through 7. Cabin 4 contains an Abandoned PDA named "Relationship Contract Legal Recording" and the Prawn Suit Poster - Sea. Facing this room there is Cabin 7 and the doorway is blocked by fire, which you will need to put out to go through. There, you will find another Abandoned PDA, "Alterra Alms Pamphlet". Cabin 6 has a Natural Selection 2 Poster.
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 all eleven of 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 its maximum tolerable level.
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.
The Aurora had a virtual cinema/theater, an anti-gravity gym, VR suites, a robotics bay, a scanner room, several leisure decks, and several canteens/cafés. It is possible that these areas were destroyed either when the Aurora crashed or during the drive core detonation, or simply inaccessible in Aurora's current state.
Data Bank Entries
Ship Class: Alterra Long-Range Capital Ship
The Aurora's drive core is shielded by a thick metal shell, which breached in multiple locations shortly after the crash. Once breached it will continue to leak radiation into the surrounding environment until the breaches are sealed. After that point the radiation in the environment will dissipate over time. This procedure should only be attempted with appropriate radiation protection and a fully charged repair tool.
Data Downloads Checklist
|Ship Section||Name of Data Bank Entry||Coordinates|
|Cargo Bay 3||
|Spoiler alert: The following section contains story related material.
|Extinction Event Avoided|
Repair the Aurora's Drive Core
- During the intro to the game, the player looks up out of Lifepod 5's top hatch to see the Aurora, just in time for a large explosion to emit from the side. This instance of the Aurora is not a 3D model but is a very large version of the Aurora Poster.
- During the dialogue leading up to the explosion of the Aurora, it is said on Day 3 that the Aurora's Drive Core will cause a Quantum Detonation in two hours. However, this time is incorrect, as the trigger is a full day later. It is unknown why the trigger was kept at a full day whilst the dialogue was changed to reflect a two-hour timer.
- On a phone number pad, the third letter for each number of the code to the captain's quarters door “2679” spells out “Cory”. This is about Subnautica's art director Cory Strader.
- The Aurora is considered a separate biome.
- Aurora was the name of one of the two ships tasked with the Imperial Trans-Antarctic expedition.
- In almost all open lockers within the Aurora, a small picture of an unknown woman can be found. The image is taken directly from the Player Concept Art.
- Two unused variations exist, one of them showing another unnamed woman, and one showing the character that would eventually become Robin Ayou.
- In some of the oldest builds of the game the Aurora was actually two-dimensional, This was changed during the Early Access launch of the game.