TL;DR To build an alien containment, find the blueprint at Degasi bases or wrecks, construct it with five glass and two titanium, and place a hatch for access.
Finding the Blueprint
The blueprint for the alien containment can be found in several locations. It is available at the Degasi base in the Deep Grand Reef [2:3]
[4:4], as well as in data boxes located in large wrecks within the Bulb Zone, Underwater Islands, or Mountains biomes
[5:2]. The second floor of the abandoned Degasi habitat is another location where you might find the blueprint
[2:3].
Building the Alien Containment
Once you have the blueprint, you can build the alien containment using five glass and two titanium [5:2]. You need to place it inside a multipurpose room. If you want to expand the containment vertically, you can stack additional multipurpose rooms above or below the initial one, each containing an alien containment unit
[2:7].
Placing Eggs Inside
To place eggs inside the alien containment, you must first install a hatch on the containment unit. Once inside, you can drop the eggs by using the "switch container" function [1:1]. This allows you to populate your containment with various creatures from the game.
Using Large Rooms
If you're using a large room, note that alien containments tend to merge into larger tanks when placed close together. To avoid this, use temporary walls to separate them, allowing you to create multiple individual containments within the same space [3:1]
[3:3]. However, only two containments can fit per floor in a large room
[3:8].
Additional Tips
Consider keeping enzyme peepers in your containment to suppress diseases if you plan to introduce infected creatures [2:1]. This can help manage the health of your contained species and prevent disease spread.
How do I put the eggs in to the container
DROP
Ok. Great thanks
You need to put a hatch on the alien containment unit and then you go in and just drop them, or as the game says “switch container”
I had over 100 hours in the game, beat it, and still haven't found the alien containment facility blueprint smh
The blueprint is in the proposed degasi habitat. I think the second floor of the abandoned base
there is a blueprint in the deep grand reef degasi base.
The best fish I've found is the hoverfish definitely one of the cutest
Ah. You have an enzyme peeper. If you put an infected creature in there with it, you'll supress the disease. Be warned if you remove the peeper though before putting an infected critter in there. They can infect everything else.
Which is a cool way of getting mesmers to fight Warpers.
Not quite sure how the infection works yet, still working through the story. But I figured it would help to have an enzyme peeper around to study!
Ah, gotcha. I won't spoil things then. Word of advice, this sub is pretty bad about avoiding spoilers so browse at your own risk if that matters to you.
If you like it so much, build a multipurpose room above or under this one (sticking it, no space) and build another tank in that, it will expand this one. You can do this as much as you want, I had one with 4 levels
YES
Where did you find them?
They’re just various eggs I’ve been collecting. I’ve had them forever not sure where I got them
So I just made a large room and wanted to put 3 separate alien containment, each one with a different theme. But, when I tried to place one down, it is merged with 2. Is there a way to only do one in a large room??
Try placing walls in between where you want the single tank. Haven't played in a while, but that should stop it from making the large ones.
Maybe a reactor? I think they use the same placement as normal tanks, but also haven't played in a while
Not a bio reactor… right? Please tell me you don’t mean a bioreactor
You can't connect them in a single room, but you can connect them in height if you have a room on top
Well no, I don't want to connect them, I want the opposite. I want to have three different enclosures in the same room, only single ones. I'm wondering if there is a way to make it to where they aren't connected
You can only fit 2
No, the tank size is bigger in the large room. Can only do 2 per floor.
They aren’t saying they want three large ones, but rather three of the size that you fit in a multi purpose room. As far as I know you can’t
Try using temporary walls. I think the room have 4 decorative things on the floor. Place wall on the 2nd thing, build a single containment on the 1st. Keep the wall, and bulild another wall on the 4th thing, and build on a containment on the 3rd. Remove the wall from the 2nd thing, and hope that it won't combine with either of the 2 single containments.
If I remember it incorrectly, and it only has 3 decorative things on the floor, skip the step where you build a wall on the 4th.
Hopefully they won't merge. If they do, then I guess there is no way without mods or glithes
Help
Second Degasi base in Jellyshroom cave.
Actually that's wrong. Was thinking about the water filtration.
Third degasi base before lost river. If you get the pads in second degasi base, it'll point the way to it.
There's one in the Lost River?!
Not in it, just near one of the entrances to it. It's in the Deep Grand Reef.
Thank
Was gonna comment it’s one of the base wrecks but couldn’t remember which one I did have a map and coordinates for all 3 at one point I’ll try and find them for you
In the ocean
Not helpful
On The Planet?
If you’re looking for the alien containment facility it’s in the lava zone in the lava lakes! Took me way too long to find because I kept passing it
He's talking about big boy fish tank
They come out of data boxes on three large wrecks, located in the Bulb Zone, Underwater Islands or Mountains biomes. It requires five glass and two titanium.
How many ruined Degasi bases have you found so far?
What's that? Maybe I've found them but I don't recognize them by its name
Ruined and dilapidated bases built out of pieces with a similar design to your own bases.
If that doesn't ring a bell, then do you have a signal to Lifepod 19?
There's a Degasi base guarded by a crab squid. You can find one there.
The grand reef. The southwestern biome I think. There's a ruined base there
I love building a comprehensive base before I really get going most of the time but it seems like Alien Containment is always the last thing I manage to get. The only reliable way I know of is to get it from the >!deep Degasi Seabase in the deep grand reef!<. But by the time I get there, the game is half over.
Is there anywhere else I can easily get my hands on the Alien Containment blueprints?
According to the wiki, there are four separate locations to get it from.
If you have propulsion cannon, you should be able to get it from underwater islands wreck. It’s hardly 190m deep, and full of annoying bone sharks.
Thanks, that helps!
I literally cant find it anywhere!
>!grand reef degasi base!<
Thank you!
There is 2 enterances inside the base the other one is a hatch that is open so you need to go there
The other place is a databox i think at Lifepod 17. The one with app the bone sharks and the electric boys and the blue bulb plants. Thats where i found mine
As post says. I started a new playthrough after starting(not finishing) a game several months ago and I really wanna find it as soon as possible
Well, first, Spoilers, one is in a Degasi base. The other way is by the lifepod by the bulb bushes
Use > ! ! < around that to put a spoiler( without the spaces) should look like this: >! Example !<
Thanks did mot know how to do that tbh
Thansk for the fast replies all! I knew about it being in the deeper bulb zone, I just didn't know if it was able to be found anywhere beyond that.
The deeper bulb zone wreck has the databox. It's not in the wreck, it's just next to it.
bean zone
There is also a databox for it in the underwater islands wreck, through a ladder in the floor that requires a propulsion cannon to uncover. There is a door lying over the opening.
I’ve never attempted but the random thought just occurred to me can you “release” a hostile creature to attack an already attacking one? Like if a reaper leviathan is attacking you and you just let one of those bad boys out of your inventory would they fight one another or just team up on you?
I’m pretty sure you can’t get those eggs without a mod or something but yeah everything hostile you “grow” yourself will attack you while you’re in the vehicles so it’s a maybe if you’re just swimming but honestly if you’re just swimming and come across a reaper, you were looking for it
You can raise crab squid eggs without mods. They are just in the deep grand reef
Crabsquids eggs are found in the deep grand reef, but they do blend in quite well so you’d be forgiven for never finding one.
You can find them near the final degasi seabase
I think you can do that with stalkers
I raised some mesmers, a stalker, and an ampeel, infected the lot of them with Qaara and released them near a warper..can confirm they fight each other. The warper went after them cause they were infected. They went after it cause predators don't like Warpers. Mesmers do try to hypnotize them too, it was a trip to watch.
By the way, few things are as satisfying to watch as a fully grown adult Ghost Leviathan going after a warper. Jules saved me from a rather aggressive warper on one playthrough.
Reaper Leviathan, I choose you!
Yes. >!Stasis rifle plus Gastropod makes fast work of all leviathans!<
Deep grand reef, they are typically well camoflauged against a pillar or something
They generally won't attack you directly if hatched by you but they don't spare your vehicles/bases.
Crabsquid is the only motherfucker that will. That and ampeels but those boop snoops can’t help their zaps
Dearly Beloved,
In a world of physical parties spamming weapon attacks and magical parties allergic to the notion, DOS2 too often feels sorely lacking in a true Gish playstyle. I know of your troubles. Too many of our number have fallen to the false promises made by the forbidden presets of Battlemage, Wayfarer, Inquisitor, and their ilk. I say unto you, do not be swayed by the blasphemous Hybrids and preposterous Blazing Deepstalkers who serve naught but the Void itself.
But fret not, for the Gods bestowed upon us the gift of their favored son. A Spell filled with such grand brilliance that it alone does what no other build before it could achieve. For it is only doused in holy fire that our builds may be purified.
Brothers and Sisters, guided by the Light of Lucian Divine I write to you today to spread the word of Larian's Favored Child - the Master of Sparks.
Note: this is not intended to be a paint-by-numbers guide, but rather a skeleton for players to build upon. I will include a link to a good build guide for each build for those who really want that at the end. But I do think the game is more enjoyable when a player takes a general build concept and finds ways to make it their own. I also think that doing so helps the player learn WHY certain things work better than others through practical application, which in turn helps subsequent runs go more smoothly.
TERMINOLOGY
Stats: Strength, Finesse, Intelligence, Memory, Wits, Constitution
Skills: Warfare, Scoundrel, Huntsman, Poly, Pyro, Aero, etc.
Spells: any ability that takes up a Memory slot(s). Fireball is as equally a spell as Whirlwind in my mind, even if one "feels" more like a traditional "spell" than the other.
AOE: stands for Area of Effect. Refers to spells that can target multiple enemies in a set radius/line/etc., as opposed to a spell that only targets a single enemy i.e. Whirlwind is an AOE whereas Ruptured Tendons is single-target.
CC: stands for Crowd Control. Refers to effects of spells, scrolls, etc. that impede enemy movement. "Hard" CC prevents the enemy from taking its turn i.e. Knockdown, Sleep, etc. "Soft" CC limits the enemy in some way on its turn i.e. Slowed, Blinded, etc. While Charmed does not prevent the enemy from taking its turn, I consider it to be a Hard CC since the enemy literally switches teams to fight for you, thus the enemy team still loses that turn. Some people consider it to be in its own tier of "Intermediate" CC. I think this distinction is unnecessary, but won't quibble over it if your prefer that method of categorization.
AP: stands for Action Points. In combat, nearly everything you do costs a certain number of Action Points. Maximizing your AP is a central focus of any good build.
SP: stands for Source Points. Certain actions require an SP cost in addition to (or sometimes in lieu of) AP.
WHAT IS SPARKSMASTER BATTLEMAGE?
Sparksmaster Battlemage refers to a build concept that builds around the single coolest spell in all of DOS2 - Master of Sparks. Master of Sparks is the Source version of Sparking Swings which is a single target buff that causes the target's weapon attacks to fire off Pyro-based single target spells ("Sparks") at enemies. Each individual weapon hit from a weapon attack shoots off a single Spark that targets enem(ies) other than the enemy that is the target of the individual weapon hit. Sparks deal the equivalent of a Fireball's worth of Pyro damage.. Master of Sparks upgrades the power of Sparking Swings for the cost of a Source Point in two ways: (1) it is now an AOE buff and (2) it fires off multiple Sparks per hit.
I know, this seems very carefully worded. But it is for a good reason. What seems unassuming at first is actually a spell capable of incredible potential that can solo entire encounters with the wild chain reaction nature of the build. The trigger for a Spark is a weapon hit. I say this to draw a distinction from a weapon attack. This is because a weapon attack can have multiple weapon hits. Lets explain by way of example. We will assume that Beast is in combat with 4 Enemies. He is equipped with an ordinary One-Handed Sword and buffs himself with Sparking Swings.
Example 1: Beast uses a standard attack on Enemy 1. Enemy 1 suffers Weapon Damage from the single hit. That single hit fires off 1 Spark at Enemy 2 who suffers 1(Sparks) damage.
Example 2: Beast uses Whirlwind which hits both Enemies 1 and 2. Enemies 1 and 2 each get hit and damaged separately by Whirlwind which means that two weapon hits occurred. That means that Sparks triggers twice. So Enemies 3 and 4 BOTH get hit by a Sparks a piece for 1(Sparks) damage each, or 2(Sparks) damage total.
Example 3: Enemies 1, 2, 3, and 4 all stand in a line. Beast uses Bull Rush on those enemies. Each enemy gets hit one time which triggers one Spark a piece, or four Sparks in total for a total of 4(Sparks) damage.
Example 4: Beast uses Onslaught against Enemy 1. Enemy 1 gets hit five times which triggers five Sparks which hit other enemies for a total of 5(Sparks) damage.
And this is just by buffing with Sparking Swings. Multiply the number of Sparks in each example when buffed with Master of Sparks instead and we can see how this can quickly get out of hand; i.e., Example 3 now applies 8(Sparks) damage for just 2 AP. The thesis of the build is therefore simple: group up enemies, buff with Master of Sparks, and unload AOE weapon attacks to serve as a conduit for a HOST of Sparks.
This is my favorite build in the entire game. If you haven't had a chance to play with Master of Sparks, I'm overjoyed to help you experience it for yourself. If you have, then I have no doubt you too have felt giddy overlaying AOE after AOE watching the literal fireworks show on display.
WHAT STATS DO WE CARE ABOUT?
The primary damage stat for a Sparkmaster Battlemage is Intelligence. We don't actually care about our raw weapon damage, as each hit is just the catalyst for our Sparks, but we do have ways to make our weapon damage meaningful (i.e., convert weapon damage to magic damage).
Like literally every build in the game, we also care about Memory and Wits. Memory is a mandatory maintenance stat. You want to allocate exactly enough Memory to slot all of your spells, and not a single point more. Wits is a secondary damage stat which affects crit and initiative.
The standard approach to stat allocation is a follows:
You can also allocate some points to other stats to equip good gear as you come across it.
WHAT SKILLS DO WE CARE ABOUT DROPPING POINTS INTO TO IMPROVE DAMAGE?
Pyro is your primary damage skill, NOT Warfare. Sparks scale with Pyro. While yes we are a weapon-based melee build, Warfare only universally increases Physical damage. So even though we are going to use a LOT of Warfare spells, taking extra points in Warfare won't help with the conceit of the build.
Scoundrel improves crit damage, which is also helpful to increase damage. This is a secondary damage skill.
Two-Handed offers bonuses to Crit assuming you use a Two-Handed weapon (see "Weapon Selection" below).
Polymorph gives us more points to put into our main stats. The other skills are more important for damage overall, but its still worth mentioning that every point taken here will slightly increase your overall damage. We'll be taking certain Poly spells anyways, so you'll get that benefit naturally.
WEAPON SELECTION
We need to address Weapon Selection before we talk about spells. What weapon(s) you select has an effect on spell selection. This is a situation where inherent weapon properties are more important to us than a weapon's damage output.
Staff: Staves are the go-to option for a Sparksmaster Battlemage because its the most straightforward way to convert otherwise physical weapon damage into magic damage. Staves inherently deal magic damage on hit (and scales with the elemental type of stave so i.e. Fire Staff scales with Pyro, Poison Staff with Geo, etc.). Staves also have solid reach which helps with making sure enemies get caught in AOEs.
Dual Wield Strength One-Handed Weapons: Remember how we said that its the individual weapon hit that matters for triggering Sparks? Well dual wielding has an interesting interaction with this. Some (though not all) dual wielding basic attack animations swing each weapon separately. For those specific animations, the game registers two hits (one for each swing). Other animations swing both weapons in unison. For those specific animations, the game registers one hit. So, for standard dual wield attacks that have a multi-hit animation, you double your Sparks output. Dual wielding also opens up the option to use Flurry which is three hits for six Sparks. The use case for this is specific though - fighting enemies that aren't neatly grouped up, such that using your AOEs won't help increase the number of Sparks you output. And it comes at the cost of not dealing base weapon damage inherently with the weapon and shorter reach on your weapon.
Dual Daggers: See Dual Wield Strength One-Handed Weapons. The range is even shorter, but it does open up a few notable dagger-exclusive spells. And in Act 4 if no one else is using Rancour, then I suppose you can make use of it.
Spears: Even more range than Staves for AOEs, but no other unique benefit.
One-Handed+Shield: I, uh, well if you really wanted to have a shield you can do this. But ordinarily the biggest reason to use a Shield is to use Shield Throw. So not helpful here because Shield Throw does Physical Damage and does not trigger Sparks. Realistically the biggest mechanical draw for this is if you want to abuse Supernova as a Shield can help you not kill yourself. But its just not worth it.
So in looking at all of this, when in doubt Staff is the easiest route. Sparkmaster's BIGGEST weakness is single-target damage as Sparks can't trigger if there is only one enemy in range/left in the fight. With a Staff you aren't DOA in those situations. And automatic weapon damage converted to magic damage is hard to pass up as that is a free damage buff. The other options have upside, but I'd be hard pressed to say their upside overcomes the natural consistency a Staff provides.
SPELL SELECTION
Sparks Triggering Spells
The primary reason to use spells instead of autoattacks is to increase your AP:Sparks ratio. So AOEs and multi-hits are critical.
Warfare offers a lot of options. Battering Ram and Battle Stomp hit in a line. Both are Physical CC so get extra free value in a mixed party. Battering Ram repositioning is also very helpful. Whirlwind hits in a circle around you. Blitz Attack and Onslaught are multi-hits. Crippling Blow is also an AOE just with a small cone so not as easy to spam as Whirlwind.
Poly: Bull Rush deals weapon hits so its basically another Battering Ram that you can use every turn.
Scoundrel is only relevant if you're taking daggers (which I think is inferior to a Staff but you do you). Backlash is a repositional that triggers a Spark. Terrifying Cruelty and Gag Order have interesting if not amazing CCs that you can actually reasonably make use of unlike a normal dagger build. Daggers Drawn is a multi-hit. Sawtooth Knife has no special interactions with Sparks but it does pierce so you can use it to deal some actual weapon damage to potentially finish off an enemy at low health (even more niche is Mortal Blow which can technically do the same thing but for a much higher cost - don't actually do this lol).
Damage Buffs
Venom Coating and Venom Aura apply a Poison damage increase to your weapon attacks. This stacks with Geo so its out of the way on our ordinary stat allocation, but its essentially free damage if prebuffed even if you don't stack Geo to improve the damage. Realistically the Aura Source version is only of value with other Melees in the Party. Obviously don't use either if fighting undead.
Firebrand applies a similar buff to the Venom spells, but dealing Pyro damage instead of Poison which is generally preferable. Weird spell in that it ordinarily comes baked into a lategame staff and iirc its funky to actually get the spell itself memorized (craft the scroll first and then craft the spellbook after from the scroll).
Enrage applies 100% crit to your Sparks so long as you have Savage Sortilege. That's a big deal, particularly in the early game.
Utility Spells
Note, a build need not slot every utility option. Some spells are certainly more valuable than others. Some are very much party-comp reliant. And, of course, your party can distribute spell access among all party members to ease individual memory costs.
Aerothurge offers access to Teleport and Netherswap as positioning tools. It also offers Uncanny Evasion for defensive options.
Polymorph offers Skin Graft to reset the cooldown on your best spells. Medusa's Head and Flay Skin provide helpful utility.
Pyromancy offers the always useful Peace of Mind and Haste buffs. Bleed Fire is a damage boost.
Scoundrel offers the always great Adrenaline. Cloak and Dagger is a good jump spell. Chloroform is a strong single-target CC.
Huntsman Tactical Retreat is a jump spell that also applies the Hasted buff. Very nice but out of the way.
Necromancy offers utility spells like Living on the Edge and Deathwish.
Warfare offers access to the Phoenix Dive jump spell and Challenge which is a damage boost. Thick of the Fight is very much fight-dependent. High enemy density fights can make it worthwhile.
Other Spell Considerations
You can also take advantage of the various Touch-Range spells with this build. Particularly ones that offer helpful CCs. You don't need to be a pokemon master and collect them all, but its worth slotting some where memory permits. Which ones to slot are party dependent. Some notable examples include:
If you have a Necro (or I guess a Hydro) in the party, Shocking Touch can electrify Blood Surfaces to Shock/Stun enemies.
Blinding Radiance can be used in connection with Worm Tremor to budget hard-CC enemies (Blind+Entangled heavily limits what an enemy can do). Particularly since Torturer is already a good talent for any Pyro build.
Supernova is an AOE nuke that can be worth casting in certain situations. And of course we can make solid use of any Pyro spell since we stack Pyro anyways (including exploding Mass Deploy Traps).
TALENTS
The following Talents are worth considering. I have not put them in any particular order. I will not be discussing Lone Wolf but of course if you are doing a Lone Wolf playthrough, you should prioritize that Talent.
Trap Talents to avoid:
If you truly want to follow a build guide and don't want to build for yourself off of this skeleton, or otherwise, SinTee offers a pretty solid one.
FINAL NOTE
This one did technically come quicker than the Hydro/Aero one did in comparison. So that is something. Again, no promises this series ever gets completed. That said, if you have a preference for what build I write up next, then feel free to let me know and maybe that will incentivize me to do this quicker? But again, no promises that more of these even come out. But who knows.
If you are interested in reading any of the other How To posts in the "series," please see below. I will try to remember to keep including these as we go:
And because I will probably never do a Summoning Guide because Speed's write up on the subject is highly comprehensive and it seems silly to essentially re-tread the same ground, this is Speed's Summoning Doc.
And also here is my Necro Cheat Sheet which is far less comprehensive or polished than what these posts look like, but I do end up linking it pretty often in comments when people ask about Necro.
I can confirm that sparkmaster battlemage is the most satisfying build.
It works best in a long wolf party with an additional character that is basically support to really make the most. Because it scales off of having more enemies in one place which creates more sparks that bounce around.
But it also works good solo or in a 4 person group.
I have soloed the game twice with this and it's always very satisfying. But it does get old towards the end of the game because every battle basically goes the same way (stack all the enemies up then fly in for one big attack).
Staff variant (focusing on two handed skill first) is definitely the best because it's the most versatile. You can just switch to a different staff and you can do good enough damage to cover enemy immunities.
Commenting to come back to this later. But definitely seems cool to test and I love the structure of the post in terms of following along with the guide. As a traditional summoner main - I will be planning to try this out.
What you call Skills (eg. Warfare) the game calls Abilities. What you call Spells, the game calls Skills. So reading this is a bit off putting.
Scoundrel not only increases Crit damage but also movement. It can be very handy for a front line build like this to get within range.
Aside from Rancour, there is a possibility of getting other melee weapons that deal magical (fire or poison) damage. You need to have the gift bag crafting option enabled that allows you to enchant a fire bonus to a weapon if you want a weapon that does pure fire. Otherwise you can enchant a weapon with poison to get a poison bonus and later convert that to a pure poison weapon. You only get once chance to do this and you can’t be Undead. Elf works and possibly other races but I haven tested them. You also need to max thief ability for this to work.
So you enchant a 2H weapon like a sword or bow with Fire, or 2 1H weapons. Then, when you arrive in Act 2 and go to see the Meistr, you visit “yourself” in the Halls of Echoes. This duplicate of you is carrying the same weapons you are carrying. After interacting with the duplicate, they turn into your god and put their weapons away. You can now get behind them and pickpocket the weapons. Unfortunately, Amadia doesn’t store weapons in her pack but on her belt, so they can’t be stolen, hence this is why this doesn’t work for Undead. I think other gods might only duplicate one weapon but I’m not sure. Tir Cendelius can duplicate both equipped weapons though.
After you steal the weapons (and helmet, and lint), you leave the realm. The duplicated weapons will be the same as the originals except that if you put a fire or poison enchantment on them, they now do pure damage of that type.
The weapon exploit is cool. Worth noting though that movement investment is pretty much a noob trap. Nobody should be walking anywhere once you’re past level 4 and unlock the 1 AP jumping skills. Even at level 1, bull rush and battering ram are still better gap closers than just plain walking up to your target.
That’s true. But cooldowns exist.
> Dual wielding also opens up the option to use Flurry which is three hits for six Sparks.
Flurry's attack animation has 3 hit indicators. Where do the other three sparks come from?
Master of Sparks shoots off multiple sparks per hit
Now I am tempted to totally respec half of my party and use this for my current playthrough. Great job!
How to build an alien containment in subnautica
Building an Alien Containment in Subnautica: Key Steps
Blueprint Acquisition:
Materials Required:
Location Selection:
Construction:
Adding Creatures:
Feeding and Maintenance:
Tips:
By following these steps, you can successfully build and maintain an Alien Containment in Subnautica, enhancing your gameplay experience!
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