The best Grounded base locations are those that emphasize accessibility, security, and access to resources during the early or late game stages. The truth is that at the end of Grounded’s story campaign, you’ll love having multiple bases with a net of houses and hideouts spread out across the garden, as the massive sandbox map means returning. meters away from a particular house can often be a real struggle. That’s why we’ve compiled a list of good places to set up shop, no matter what part of the game you’re in. Read on for the best base locations in all of Grounded!
Best base locations in Grounded
Considering all the elements most important to survival, the best Grounded base locations in our eyes can be broken down into the following areas:
– Mysterious Machine
– Oak Lab entrance
– Fence Ascension
– Pond surface
– Woodcutter Field Station
– under Javamatic
We’ve arranged them in roughly the order of exploration, but also because they form a rough mesh across the map, being sufficiently spaced, you’ll never be too far from a place to search if you place them even in half the locations here. house. Therefore, when we use terms such as early, mid, and late game below, we simply when can you build them, not when they are useful. Handle them properly and they will be invaluable to you until the last loan.
It’s also worth clarifying that we value the best base locations based on survival mode – not for visual beauty or style. If you’re in creative mode with access to anything, there are all sorts of great places to build – logs, birdbaths, picnic tables, sandboxes – but these places are pretty tough for real survival.
Below we will consider them in more detail, along with the specific advantages and disadvantages of each. No place is perfect, and while it’s not impossible to play the entire game from a single hub, it’s not very convenient. When are we going to have some kind of fast travel mechanics, seriously Grounded?
This is probably the best place for a base in the game, because… Beautiful! South of Oak Tree, one of the first locations you discover in the game, the Mysterious Machine has a lot of work to do.
Advantages: This is the least scary point in the game and emphasizes safety and ease of life. There are very few dangerous bugs here (although not technically impossible, we’ve seen Wolf Spiders and Stink Bugs make their way in this direction), there are plenty of essential resources, a Field Station, a juice box to drink, and it’s pretty central. to all early playgrounds.
Disadvantages: While the Mystery Machine has a lot of essential resources, there aren’t many particularly advanced to use in your environment, so if you’re late in the game, you’ll have to go a long way for tier 3 resources. Beyond that, we can’t think of many flaws – overall a very good place to build.
The area around Oak Lab is quite dangerous – Grounded Spiders of all kinds roam the area – but with BURGL and the lab nearby, it’s a pretty handy area. While the game doesn’t allow you to set things up in the building, the more daring players can build some basic structures literally at the door of the lab, under the protection of roots and oak leaves.
Advantages: BURGL is handy to have nearby, not to mention all the benefits that come with the lab. Resources are not so sparse – there’s a juice box nearby – and you’re in a confined space that makes it hard to spot when it comes to enemies. Not to mention that you are more centralized and in grave danger from the Mystery Machine here, you can escape to the Lab and hide from whatever is troubling you.
Disadvantages: Wolf Spiders. At least two of these horrors live under the Oak Tree and are prone to prowl during the day and evening hours. If one of them sees you, it can ruin your entire day – so you need to build a small, sneaky base instead of something more elaborately eye-catching. Honestly, this will likely be an outpost rather than a complete bunker.
The Fence Lab in the southeast is the thing to do after the Grounded Oak Lab, but while most of the Hedge is pretty dangerous, with Spiderlings on the branches and Orb Weavers below, the actual Ascension – the area clip with paper on the West Fence – is not far from the East path to the Grounded Upper Courtyard. and surprisingly calm with resources to exploit.
Advantages: With a few enemies, lots of blackberries, and a field station and juice box on the branches just above you, there are certainly worse places to hide.
Disadvantages: You are in the farthest corner of the map, so it will take a very long time to reach most areas. Resources are plentiful, but not very diverse, and enemies can be pretty nasty when they show up. Also, you’re probably going to have nightmares because the Grounded Broodmother is so close.
Do you really want to be assertive and make a statement? When you get the Pond Lab Superchip from BURGL – which is what you need to do after the Grounded Hedge Lab – you can purchase Floating Supports for 2500 Raw Science that allow you to build structures on top of the Pond. Consider this high risk/high reward for the brave adventurer.
Advantages: Underwater enemies tend to (usually) leave the surface alone, so structures built there may be safer than previously thought. You are in the incredible center of the map, you can swim ashore for any resource you need, and the only danger in the pond that can threaten you late game is the Koi Fish themselves. Plus – a floating sole! This is very nice.
Disadvantages: Your resources are plentiful, but very limited in variety, and you are not completely immune to enemies. Aside from the occasional Submersible Spiders and other aquatic pests below, mosquitoes tend to swarm around the Pond and can be a real problem. Not to mention that your base can stop floating if one of your supports breaks – and then there is no base anymore. Be sure to constantly check to make sure everything is safe and secure.
Once in the Upper Yard, safe areas are limited, especially near the Cottage – apart from a little oasis! South of the termite nest, the Field Station and the wood chopping logs with the ax buried inside are pretty safe, few threats can reach you, and provide easy access to Late game zones and bosses like the Grounded Mantis.
Advantages: We’ve never seen an enemy beetle reach the raised top of the log with the Field Station, and we’re not even sure they’ll be able to get there physically. There’s also the benefit of the aforementioned Field Station, easy access to your lair by working the fallen log, and a good range of resources underneath (although dry grass tends to be more of the healthy stuff).
Disadvantages: Like Hedge Ascent, you’re stuck in a corner and any commute will likely take a while. Limited space means construction is limited, and it can be a little difficult to find food in this environment without going into very dangerous areas.
To the west of the hut are the Grounded MIXR Modules and the Javamatic, a modified coffee machine with wires running through it. The open area south of Javamatic is oddly safe – at least until the campaign mission we linked to – and is probably the best base building spot in the Upper Yard.
Advantages: Like the Mysterious Machine, the area is strangely free of dangerous insects (although they can appear). Open ground makes building easy, and a wide variety of foundation resources are abundantly available. After finding and clearing the Grounded Shed Lab location quest, you will also have access to a large warehouse filled with useful and rare materials nearby. You’re also right in the middle of the Upper Yard, so the commute isn’t too painful.
Disadvantages: When the campaign mission here starts, your base will suffer a lot of damage as insects have invaded the area. while plus unlikely on the rare occasions when hostile bugs show up, there will be bad ones – after all, that’s the Upper Court we’re talking about.
With bases in at least some of these locations, you’ll have plenty of hiding places to go when you need rest and resources. The two areas we really skipped over are the opposite corners of the map – the Mist/Black Anthill in the lower left and the Stump in the upper right. These areas are usually pretty bad and it’s hard to build a foundation here – and you probably won’t go to them often, so why take the risk?
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