Hard Mode Subnautica (Death Run Mod) Completed Deathless (Survival Difficulty)
After many attempts, with most failing in the lava zones, I have finally completed a deathless Death Run with the base Death Run settings. Full Worse than Death Run settings is definitely possibly to complete deathless but the 200% extra damage makes almost everything the warpers and sea dragons do a OHKO (with only 100% extra damage the fireballs I was hit by fortunately didn't insta-kill). I did experiment with creature decoys but I don't think they actually helped.
Because the run would be over if I died, this means the final hour+ is collecting final items to cure myself (bulb plant from the bulb zone) and rocket materials (lots of titanium for the increased costs of a cyclops plus the rocket). Once I leave the Dunes cache with the final ion cubes I need there is little danger remaining.
I'm not 100% knowledgeable on what I needed or a perfect route so there are delays and bad decisions made at times which take longer to finish than a fully optimized route would.
I'm also not sure how the run came to 7.5 hours when the recording is about 7 hours (I did pause shortly after fixing the Aurora to take a break and cut out that pause but I don't recall it being 30 minutes). I also saved in the Sea Emperor's room as in my previous run I went OOB from the walls not loading properly (you can see the improper loading which threw off finding the ion cubes there for a bit).
0:00 Mod Settings
0:19 It Begins
6:54 Fixing the Lifepod (fully fills the power and it recharges much faster)
13:57 Aurora explosion timer begins (this is a pretty generous time to get setup)
21:28 Getting Magnetite for the Habitat Builder
31:58 Habitat Builder!
35:08 Building a Base
48:11 Lifepod 3 and Learning How to Make a Seaglide
1:08:15 Aurora Explosion
1:17:58 Learning How to Make a Laser Cutter
1:23:43 Sparse Reef Wreck for Reinforced Diving Suit
1:24:51 Second Wreck for Cyclops Shield Generator
1:29:06 Floating Island for Purple Tablet, Multipurpose Room, and Growbed
1:44:18 Lifepod 4 & Entering the Aurora
1:46:51 Inside the Aurora
2:00:51 Leaving the Aurora
2:16:48 Second Base by Lifepod 13
2:29:08 Blood Kelp Zone for Oil & Shrooms
2:34:30 Making the Reinforced Diving Suit & Integrated Air Chip
2:56:11 Underwater Island Wreck for Cyclops Engine Scans
2:58:55 Arriving on the Mountain Island and Searching the Caves for Purple Tablets
3:07:07 Unlocking the QEP for Ion Cubes
3:39:19 Building a Base Outside the Lost River (and ferrying materials)
4:08:55 Exploring the Lost River & Gathering Materials for Cyclops/Rocket
4:19:55 Transporting Lost River Materials to Main Base (and getting another O2 Tank)
4:41:03 Inactive Lava Zone to Thermal Plant
5:04:28 Lava Zone to Primary Containment Facility
5:08:46 Sea Emperor Leviathan
5:21:30 Bulb Zone for Plant
5:36:20 Hatching the Kids and Getting Cured
5:39:29 Turning Off the QEP
5:45:08 Dunes Cache for Ion Cubes
5:48:21 The Boring Part of Collecting Materials
6:41:26 Building a Cyclops and Finishing the Rocket
6:45:38 Time Capsule
6:46:48 Leaving Planet 4546B
6:52:04 Final Score
DEATH RUN MOD DETAILS:
- Up to 100% increased damage from enemies
- Aurora explosion kills unless you're below 100m and radiation extends to 60m from the surface
- Radiation drains batteries and increases power costs and charging power is slower.
- Creatures are more aggressive and likely to aggro from further away
- Fabricator requires 3x energy to cost (5x energy in radiation)
- Personal crush depth of 200m (suits increase your crush depth)
- Costs for important items are increased, such as the habitat builder requiring magnetite to create
- Scans for items are increased (i.e. 4 scans for a seaglide, 6 scans for a laser cutter, 12 scans for a seamoth, etc.)
- Basic batteries are copper/zinc and have half the energy of base game batteries and cannot be recharged (only recycled).
- Surface air is initially unbreathable (an air filter chip can be created after fixing the Aurora)
- Nitrogen management that requires you to avoid ascending too quickly to avoid taking damage from the bends
Worse than Death Run settings are available for some of these to make it further difficult, such as up to 200% increased damage, radiation down to 200m, copper/zinc batteries are 25% strength compared to base game batteries, and scans further increased (seamoth requires 20 scans).
There are also optional challenges such as limiting the air filter pump, farming limitations, forcing a specific diet, and non-violent challenges. You can also make the water extremely murky (which I feel detracts from being able to see from what's going on).
I will likely try a deathless Worse Than Death Run run, although perhaps not with 200% extra damage to avoid OHKO stuff in the lava zones.
Death Run was made by cattlesquat and can be downloaded here: https://www.nexusmods.com/subnautica/mods/611
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