Barotrauma

Barotrauma

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Coalition Sailor's Manual
By Perald Baxter and 2 collaborators
Welcome to the Coalition new recruits. I am sure you have many questions before you begin training. Fear not, for this guide will be your lord and savior when you begin training for your role on a functioning submarine and crew.
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Assistant
Let's start off with the basics. We are going to go over every class and its roles on the submarine. The first one we are going to cover are the lowest ranking members on the submarine, the Assistant.
The assistants are Coalition sailors that are training under more experienced crewman on the submarine. They have very little experience, but learn new skills faster than any other class.

The Assistant is issued a screwdriver and a wrench when they board the submarine. They are also equipped with a headset, an Assistant ID, and the Assistant uniform.

The Assistant's main duties on the submarine are very flexible because they can fill in the gaps when the specialized crew are gone. If you are missing crew but have spare Assistants assign them since they can fill gaps in crews but that's about all they are good for.
Mechanic
Next on our list is the Mechanic. The Mechanic specializes in repairing anything that operates with moving parts.
This list includes
  • Pumps
  • Reactors
  • Doors
  • Hatches
  • Engines
  • Oxygen Generators
  • All Fabricators

The Mechanic is also responsible for sealing leaks around the submarine but is also the best at cutting things open. This makes the Mechanic an important role to have around since they can make the most out of welders and plasma cutters.

There are two different subclasses of mechanics that vary a little but not much. These being:

  • The Welder
  • The Fabricator

The Welder starts with a welder, plasma cutter, screwdriver, wrench, and a toolbox. They also come with a boiler suit, headset, ball cap, and the Mechanic ID













The Fabricator starts with a crowbar, wrench, screwdriver, steel bar, aluminum, welder, plastic, and a toolbox. They also start with a ball cap, headset, Mechanic ID, and a mechanic jumpsuit.











Mechanics also bring along advanced knowledge of mechanical engineering which is used to make those repairs to the items above and determines the effectiveness of welding and cutting.
Engineer
Moving on to the Mechanics equivalent the Engineer handles the electrical side of things onboard the submarine, these things include:
  • Junction Boxes
  • Navigation Terminal
  • Status Monitors
  • Sonar Terminals
  • Relay Components

The Engineer is also responsible for the wiring on the submarine. So if you have someone screwing with the wiring aboard your vessel the Engineers are the ones responsible for keeping the wiring in working order and fixing it when someone notices a problem.

Engineers bring the Electrical engineering skill to the table on the submarine which can come in handy when crafting logic components but other than some crafting the skill has no other use other than fixing electrical components or making them.

There are two subclasses of engineer on the submarine as well. These are:
  • The Electrical Engineer
  • The Nuclear Engineer

The Electrical Engineer comes with 3 wires, screwdriver, button, FPGA circuit, relay component, and a toolbox. They also come with a headset, Engineer ID, and an engineering jumpsuit.










The Nuclear engineer comes with a screwdriver, wrench, fuel rod, and a toolbox. They also come with a hazmat suit, headset,and an Engineer ID.









Medical Doctor
Now that all the engineering personnel has been covered, we are moving on to the role that keeps everyone alive. The Medical Doctor.

The Doctor's role is one of the more complex ones because sure you can mess up some wiring as an Engineer and be fine and dandy, but if you mess up as the Doctor your patient may pay the consequences and die in your arms.

Every class can heal themselves without the assistance of a Doctor, however, there are risks in doing this since overdosing on opiates is now at an all-time high in the Coalitions mortality rate. Doctors are the most trained with medicines and can stretch a few medications a long way. Always let your doctor treat you if you have the time to let them do so. Doctors are also the sole class onboard the ship that can produce more medicine in a timely manner to keep the medicine supply plenty.

There are two subclasses of Medical Doctor on the submarine. These being:
  • The First Responder
  • The Pharmacologist

The First Responder comes with a health scanner HUD, blood pack, syringe gun, bandage, broad-spectrum antibiotics, and morphine. They also come with medic fatigues, headset, and a medical doctor ID.
















The Pharmacologist comes with a health scanner HUD, blood pack, saline, naloxone, syringe gun, bandage, tonic liquid, and morphine. They also come with a doctor's uniform, headset, and medical doctor ID.











Security Officer
Now for the muscle aboard the submarine and the weapon specialists. The Security Officer.

There are three subclasses of Security Officers. These are:
  • The Commando
  • The Peacekeeper
  • The Gunner

The Security Officers role aboard the ship is to man the guns to deal with outside threats when the Captain calls for general quarters and to run as a police force inside the submarine to hunt down traitors or other people of interest inside the submarine.

Most of the work as Security is handling disputes between an Engineer who has a taste for opiates and a disgruntled Medical Doctor who needs these medicines to potentially save others later on. This means that most of your work as Security is going to piss you off because you are just keeping the crew on a leash until something big happens and everyone is focused on the bigger threat again.

Security also has the best weapon skill onboard the submarine meaning that even when you do have downtime most of that time will be spent patrolling or standing at the fabricator making explosives for the guns that you man to take out exterior threats.

The Commando comes with an SMG, knife, steroids, bandage, body armor, and a ballistic helmet. They also have commando fatigues, headset, and a Security ID.

















The Peacekeeper comes with a stun gun, 2 taser rounds, stun baton, handcuffs, bandage, body armor, and a riot helmet. They also come with a security officer uniform, headset, and a security ID.

















The Gunner comes with a revolver, 6 .38 rounds, wrench, bandage, body armor, and a gunner's helmet. They also come with a gunner's uniform, headset, and security ID.











Captain
Now on to the man in charge of the submarine and its driver. The Captain.

The Captain's duties are the most extensive on the ship since he is responsible for the well being of the ship and its crew upon return to port. This means the Captain must have a general feeling of where the crew stands morally, the amount of material in all departments, and have the ability to lead the Security Officers who act as the police force inside the submarine. All of this must be kept in mind while piloting the submarine and calling out targets for gunners when the need arises.

The Captain will most of the time be busy so taking up problems with a Security Officer is probably better than bugging the Captain about it. Unless it is an emergency then, by all means, tell the Captain ASAP.

There are 3 subclasses of captains on the submarine.
  • The Veteran
  • The Renegade
  • The Admiral

The Veteran comes with a revolver, 6 .38 rounds, and a pipe. They also come with the Veterans coat, Veterans hat, headset, and captain ID.













The Renegade comes with a revolver, 6 .38 rounds, and steroids. They also come with the Renegade's coat, Renegade's hat, headset and captain ID.












The Admiral comes with a stun baton and a harmonica. They also come with the Admiral's coat, Admiral's hat, headset, and a captain ID.










Basic Training
This is just general training and conduct aboard the submarine since you will not stay an Assistant forever, and getting time to learn the basics of the submarines you will be serving on and the crew you will be alongside can come in handy later.

When you enter the submarine the first thing that should be on your mind is taking note of all item and locker locations that might save your life later when you really need them.

First up locate where the diving suits are in case of a major breach and the pressure reaches dangerous levels inside the submarine.

The items you should have on your person at all times no matter the situation is a diving mask loaded with a fresh oxygen tank. Always make sure its an oxygen tank loaded and not a welding fuel tank. Welding fuel tanks contain gasses that are dangerous to breathe and can put a man down in a few seconds. The next item you should have on your person at all times would be basic healing supplies laid out in emergency supply lockers. A complete first aid kit includes something to replace lost blood and something to close open wounds causing you to bleed in the first place. Opiates can also be added if they are laying around in the emergency supply lockers but be careful you may not be skilled enough to treat your internal injuries on your own and you may overdose. To avoid this simply call for a medic to help you with treatment.

Find gun locations on the hull so if an emergency situation was to pop up you could man the correct gun and take out the attackers faster and maybe prevent a breach of the hull.

Try to remember the general layout of the ship as knowing where things are can help you and your crewmates in times of crisis.

Depending on what department you are in, different items are recommended. The three departments you will find onboard the submarine is the Engineering department, Medical department, and the Command and Control department.

Engineering department consists of
  • Engineers
  • Mechanics
  • Assistants

The items all Engineering personnel should be carrying are as follows
  • screwdriver
  • wrench
  • Welder

Medical Department consists of
  • Medical Doctors

The items all medical personnel should be carrying are
  • an opiate for treating internal damage
  • blood substitute for blood loss
  • any coagulant or bandage to stop bleeding
  • Naloxone or Adrenaline for helping opiate overdoses
  • Health scanner HUD to determine if any other treatments are needed, or any hidden medical problems or disorders.
  • Toolbox (if you can get a mechanic to make you one for more storage space)

Command and Control department consists of
  • Captain
  • Security Officers

The items for Command and Control are
  • Stun baton
  • Cuffs
  • A lethal weapon of your choosing
  • Toolbox (when you make an arrest you can use it as an evidence bag)
  • Spare battery cell in case of emergency

Stay vigilant onboard the submarine as everyone present may not be there to help you. The Coalition has made many enemies stepping up and taking power on Europa and it is up to you to report any suspicious activity to your Security Officers so they can take action to prevent insurgents from destroying your vessel.


Mechanic Training
The Mechanic has the simplest specialization on the ship so not much training is required to get a good mechanic. However never write off a good mechanic as he may be the difference between broken ballast pumps or pumps in perfect condition that look like they just left the shipyard at Meltwater City.

The only real thing Mechanics need to keep in mind is to do maintenance checks fairly often to keep all systems running in good conditions at all times. Prioritize primary systems over secondary support systems in dire situations to keep the submarine as operational as possible during combat.

Primary systems include
  • Engines
  • Ballast Pumps
  • Reactor
  • Oxygen Generator
  • Gun Loaders

Secondary systems include
  • Small support pumps
  • All fabricators
  • Doors
  • Hatches

Only one thing takes priority over Primary system repair for mechanics is sealing leaks. Repairing that engine just to have it fry again is worthless. if you find a leak, no matter how small patch it.

When you have some downtime as the Mechanic standing ready at the fabrication stations to fill any crafting requests made by the crew is a good way to pass the time until you reach your destination, or you head out for a maintenance check

When recovering Xenomaterials from alien ruins the mechanic is handy to go on the dive team in case the team needs to make an alternate entrance into the ruin since mechanics have the most training with the plasma cutter. Remember thin walls are easier to get through.

In combat situations mechanics mostly serve in support roles staying on the ship to repair damage that has been done by the enemy vessel, however, there are exceptions to this rule as mechanics can cut into the enemy ship the fastest giving the assault team an alternate way in other than the airlock of the enemy ship.

This wraps up the training points of the mechanic, now get out there and clean that grease stain off your face and make us proud.
Engineer Training
We have gone over the basics of the electrical engineer on the submarine, but now we are going to take a deeper look into their duties.

The electrical engineers number one priority should be to keep the power on at all times, and if this is not possible, it is to restore power as soon as possible. Power on the submarine is one of the most important things to have running if you are sinking. If the power is off then the pumps are not working which means the water pressure is building up faster than it would with the pumps on. This also means the supercapacitors are no longer getting the power they need to power the weapons on the submarine leaving you open for attack if they run out of power.

After the water starts to drain go check the primary systems one last time. Then work on fixing secondary systems since they may need it after being underwater.

If all duties are taken care of on the electrical side of things go help out the mechanical side of things and start fixing things that would normally be outside of your job description. This lets the submarine be combat-ready and get back to 100% faster then if you just let the mechanics do it.

This is all there is to the basic duties of the electrical engineer but things can get more interesting if someone is tampering with your systems so the remainder of the section is going to show you how to fix the primary systems on a submarine so it at least functions.

These systems include:

  • Ballast Pump Repair
  • Navigation Terminal Repair
  • Engine Repair
  • Reactor Repair
  • 2 Common Power Grid Setups

We are going to start off with Ballast Pump Repair to get the submarine ascending and descending properly.

These graphics should help you fix the problem with the pumps if someone has tampered with the wiring.

The Graphic below shows a simple ballast wiring job. This pump is in service on the Typhon.
















This setup shows the configuration of the wires on the pump itself. I have included where the wires connect to allow you to complete the setup.

Moving on to the Engine repair to get your submarine moving again.

This graphic shows the correct configuration for the wires to get the engine back online.















Same as the last image this shows where the wires go to allow you to complete the repair.

Next up is the Navigation Terminal. With these three graphics you should know how to get the submarine moving again assuming the power has not been tampered with.













This one is a bit more complex than the others but don't worry once you break it down into smaller pieces it gets better.

Signal_out 1-3 vary depending on the sub you are on. This is the Typhon configuration.

Velocity_x_out is for the engine.

Velocity_y_out is for the ballast pumps.

Toggle_docking is connected to the docking hatch through "and components" and are connected as shown.

Velocity_in I have never seen used before.

Transducer_in is used for sonar transducers if the sub you are on has them.

Next up is the Reactor Repair instructions in case the power has been tampered with. Which it probably has.

This first image is a simple reactor setup with a direct connection to the power grid. This means if the reactor delivers too much power to the grid, the entire grid will go down. However, this is the simplest to fix.















This setup is the direct connection reactor on the Typhon

This graphic is the junction box that has been connected to the reactor where the grid gets all its power.















The other type of reactor repair to teach you about is a battery mediated reactor setup. This setup is more complex to fix but easier to operate.

This graphic shows an example of a battery mediated reactor. The setup for both the direct connection and the battery mediated is the same on the reactor but past this point everything is different.












The way a battery mediated grid works is the reactor is connected to a main junction box that is not connected to the main grid of junction boxes. This junction box transfers all power from the reactor into batteries that are connected to the junction box. Then as the batteries get the power they transfer their power to the main grid with a transfer junction box connected to the Power_out connection on the batteries. This allows for a very stable reactor temperature and a grid that is much harder to overload with the reactor since the main junction box is acting as the mediator between the reactor and the grid. The reason all of this matters is so you understand the following images to repair the system.

This is the main junction box transferring power to the batteries.
















This is the batteries configuration the Power _in connection is getting power from the main junction box and the Power_out connection is connected to a different junction box connected to the main grid.















And this is the junction box connected to the main grid.















This concludes everything you need to know about keeping your submarine running on the electrical side of things. So put some antibiotic glue on that electrical burn and get back out there.
Medical Doctor Training
You may know the mindset of the Doctor, but do you know how to treat your patients, or are you just getting lucky with your guesses? Let's move on and find out.

The few things you have to do as a Medical Doctor are making the raw materials into useful medications and patrolling the ship looking for crewmates who are in need of medical assistance.

This is the easy part of the job. The more complex parts of the job include judgment calls that could save or doom your patient depending on what you choose to do in that situation. So this section of the guide is going to talk about when and why you should heal someone, and triage in the event medical supplies have run low.

Triage is the act of assigning severity to wounds to determine who should be given the most care and how quickly they should get this care.

The most basic example being a Security Officer has just been shot detaining a perp and needs a medic but at the exact same time an Engineer who just put out a reactor fire has some bad burns. The Security officer would get care first since his GSW (Gun Shot Wound) never stops bleeding while the engineer's burns do not get worse as time goes on. Using this technique can save medical supplies in the long run and keep everyone alive at the same time.

But what if you couldn't save everyone because medical supplies are running low? This is where the real triage decisions come in. If you only have one shot of morphine and you had the decision to save a mechanic or engineer from dying you would need more information on the condition of the submarine. Are the electrical devices dying and in need of rapid repair or are the mechanical portions in a state of chaos? Depending on the answer you could choose either one to live and the other to die.
There is no general triage list since the situation can change but the classes that are worth keeping around are:
  • The Captain (only man trained in the helm.)
  • Engineers (Keeps the lights on.)
  • Mechanics (keeps the mechanical parts of the ship in order.)
  • Other Doctors and yourself ( you are no good to people dead.)

The reasons assistant and security has been left off the list is because when it comes down to it assistants have no skills and can be lost without much consequence and everyone can be a security guard, all they need is the armor and the weapons.
Medical Items
Now that triage has been discussed and you know the choices you may have to make out in the field I am going to go through all the medicine you will get your hands on and give you a list of effects and side effects along with a visual aid.

The items listed below are for treating burns and bleeding

Bandages
The most basic item used to stop bleeding. It has 3 uses but is the least effective at stopping bleeding.


Plastiseal
A complete upgrade over the bandage that has 4 uses and can stop more bleeding per use than a bandage.



Antibiotic Glue
It also has 4 uses that can stop bleeding and treat burns effectively. However there is one side effect that should be noted. If too much is used it can cause internal damage to the patient.

The items listed below treat internal damage, organ damage, deep tissue damage, and have other various effects

Opium
The most basic item for treating internal damage, however, using opium is not recommended since it can be processed into morphine.

Morphine
The most common med used to treat internal damage. It has no other effects and is simple to make.




Fentanyl
Fentanyl is the best opiate known to man. Hit someone with this stuff and one of two things will happen. They will be at full health again and thank you, or they will be back at full health, thank you, then fall over and OD.



Methamphetamine
This stuff used to be illegal back on Earth but here on Europa, it's another tool in the medic's bag for treating slight internal damage and giving someone an energy boost.



Anabolic Steroids
This stuff numbs pain and allows people to brush off more punishment. Side effects include internal damage after the effect has worn off.



Hyperzine
The best way to describe hyperzine is methamphetamine, but the effects have been enhanced to an alarming degree.



Tonic Liquid
This mix is generally used as a crafting item for advanced medications but it can also be used on its own to treat minor internal damage.



Deusizine
The Cure-All under the waves Deusizine treats everything from oxygen deprivation to bleeding along with internal damage as well.

List of items below helps with bloodloss

Alien blood
Harvested from some wildlife on Europa. It can function inside the human body with only the minor side effect of psychosis.



Saline
A salt solution that can be used to replace the blood lost from injuries. Has more uses than a blood pack but less effective.



Blood Pack
A blood substitute that only has 2 uses but is very effective.


Misc afflictions

Antirad
If someone was unlucky enough to be standing to close to the reactor or a nuke and it went off they now have a nice big dose of radiation poisoning. This is the only way to save them.



Calyxanide
An anti-parasitic drug developed to treat the husk parasite. This drug is the most effective way of curing people from said parasite.



Broad Spectrum Antibiotics
Mostly used as a crafting item but can also be used to fight the husk parasite for a limited amount of time. Side effects include internal damage.



Haloperidol
This anti-psychotic can rid a patient of psychosis very quickly and get them back in their right mind again.



Naloxone
An opiate antagonist used to treat addiction and withdrawal symptoms, but its main use is saving someone from an opiate overdose.



Stabliozine
Used mostly as a crafting item it does have some uses on its own. These being able to treat oxygen deprivation and slight internal damage along with burns.



Cyanide Antidote
Used to treat the effects of Cyanide. This is the only way to save a Cyanide victim.



Sufforin Antidote
Used to treat the effects of Sufforin. This is the only way to save a Sufforin Victim.



Deliriumine Antidote
Used to treat the effects of Delirimine. Delirimine is not lethal but can greatly affect the perspective of the patient.



Morbusine Antidote
Used to treat the effects of Morbusine. This is the only way to save a Morbusine Victim.



Anaparalyzant
Used to treat paralysis. This is the only way to save someone from paralysis.



These are all the medications used to save your patients from the dark unknown that is death. However you can also be useful in other areas other than saving the lives of fellow crewmates. Using your knowledge you can cook up toxins and antidotes for use against the wildlife of Europa.

The following items are harmful to humans and the Europan wildlife alike. Use with caution.

Cyanide
A toxin that when injected will begin to slow the victim down and eventually stun lock them until
death.


Sufforin
A toxin that constantly deals damage over time. If not cured over a period of time depending on the health of the victim sufforin will cause instant death. This is useful for large wildlife like molochs.


Deliriumine
A toxin that increases psychosis very quickly. Haloperidol will remove the psychosis but not the poison itself and the psychosis will quickly return.


Radiotoxin
A toxin that causes burns all over the body when injected.


Morbusine
A toxin that deals damage over time and kills very quickly.



Chloral hydrate
A sedative used to knock out the victim whoever it may be.



Velonaceps Calyx Eggs
WARNING: Do not use these on humans, these eggs belong to a extremely aggressive parasite known as the husk parasite. Avoid carriers at all cost. However, it has no effect on the Europan wildlife other than Crawlers.



Paralyzant
This chemical causes paralysis when injected into the victim.


If you wanted exact numbers then the Wiki page should be able to help you out.
https://barotrauma.gamepedia.com/Chemicals
Security Officer Training
Security is a bit different from other classes as they must control themselves as much as everyone else on the submarine. This means having discipline and a level head along with good judgment.

First point is lethal force should only be used on the wildlife of Europa and people attempting to do harm to other individuals or you. Always go for the arrest first as your enemy can provide valuable information. Even if nothing is gained you can always decide to take their life later if keeping them alive is too risky for whatever reason. Killing traitors only inspires more crewman to join their cause and a new traitor will pop up after you kill the first one.

Discipline as a Security Officer can be difficult if you are on a particularly bad crew as tensions will be high, and even more cases of disputes will be going on and you will have to respond to them if there is nothing else to do because today's dispute could be tomorrows murder. However make sure to keep that level head I mentioned because if something more urgent pops up like a Traitor has made a move or an attack is incoming, immediately switch priorities to what is the most urgent at the time.

A normal priority list should look like this:
  • Creature attack
  • Traitor activity
  • Unrest
If you have a second Security Officer you could split the security team's focus and take down two threats at once which is usually what needs to be done when there is a creature attack and traitor activity going on at the same time. This same plan also applies when unrest is going on at the same time. Ignore the unrest and deal with the bigger threats first.

As Security it depends on the status of the submarine if you go out on dive missions since the submarine may be in an unstable state. If the submarine is in an unstable state let others go on the dive mission instead of you.

Now onto one of the biggest points I can make. As security you are trusted to uphold a reasonable law onboard the submarine. This reasonable law overrules the Captain if he is giving unreasonable orders to you. The Captain is not above the law and can be arrested if he is trying to use you as his personal death squad. This also applies to your Security partner, and if you suspect him to be the traitor ask him to submit to a search even though you hold the same authority. If you know your partners are abusing their authority take them down with no warning like any other suspect and relieve them of their position and decide what to do with them.

The last point is to remember to use your judgment with every decision you make since you hold the power of life and death in your hands. You are the law aboard the submarine and all that stands between complete chaos is you and your decision-making skills. Captains have no use for Security Officers who can't think for themselves.

Now that you have the basic rundown of what should be going through your head as an Officer of the law dust your knee pads off and get out there.
Captain Training
Now you have an idea of what the captain is, but what he does generally will go unnoticed by the rest of the crew since you will be the one driving and entering the entire team into combat with creatures or an enemy submarine.

Combat Tactics

The name of the game during combat is positioning. Great positioning needs two requirements.
  • Can your gunners see targets so you can do damage.
  • If you do sink will you be able to recover after the battle.

These are the two most important questions to ask when entering combat. If you sink and fall between the cracks in the ice and abyss then there is no recovering from that. Same with the gunners being able to engage whatever is attacking you. If you sink and hit some ice but the creatures end up attacking a blind spot then combat turns into a very risky game since those creatures will be coming inside to meet you. This is a concern for mudraptors since they can tear open doors and hatches very quickly.

If there is no ice below you during combat the right move is to not engage head-on. You always want that fallback ice under you just in case the creature lives long enough to get some good hits on your vessel. The best thing to do is to bait the creatures in with active sonar while retreating back to an area where you know there is some solid ice under you just in case things get bad.

Also during combat you will want to be constantly calling out leaks over radio so the repair teams are not running around blind. Same with the gunners, call out incoming creatures so gunners can train their vision on that area before they get into sight range so the gunners can get more rounds on target before the creature has a chance to strike and retreat.

Being at the helm in combat only requires you to position your submarine so that it can do damage and if and when it goes down will have a surface to fall on and hold yourself up. Dodging creature attacks after they have been alerted to your position is not very useful since all creatures are more agile in the water than your submarine.

Sub VS Sub tactics

Fighting an enemy submarine pretty much means you will both sink since railguns exist and are mounted on most submarines. This leak will be very bad and you will drop like a rock. In the event that both you and your enemy sinking damage control should only be continued if you plan on waiting for them to come into your sub so you can fight on your home turf. Trying to fix the submarine while the enemy is shooting you only waste time and resources. The fight is entirely based on raiding the enemy submarine and causing as much onboard damage as possible while inflicting the max amount of enemy casualties as you can. Sending over your security officers as a raiding party to the enemy sub is usually the best plan since they have the most weapon training and the repair teams can man the guns and defend against a raid by the enemy. If you are strapped for manpower assistants can be used to fill in roles where you need them. After all, this has been taken care of it is time for you the CO (Commanding Officer) to join the fight with your fellow crewman. You can either sit back on your submarine and defend with the repair teams or you can lead your raiding party against the enemy submarine. Either way, you will be in the thick of it since both submarines are stuck within sight range of the enemy. It is important to note that in this situation security should not have all the weapons. The repair teams defending your submarine also need the firepower to take out the enemy raiding parties.

Stealth tactics

The next topic on the board is stealth. You may be a hulking chunk of metal in the water but hiding can be very easy and only requires a few things. Number one is turning off active sonar. If you are actively sending sonar pings to navigate everything on Europa knows exactly where you are from about 200 to 150 meters out. If turned off most creatures will not notice you are there until you get inside of 100 meters. If you want to be even quieter you can turn off the nuclear reactor if your sub can run without it on all the time. This reduces your noise greatly and you can sometimes slip past creatures entirely before they notice you. The only way to be dead silent, however, is turning off all systems. This includes the oxygen generator and the engine so you will be a sitting duck while doing this. This tactic is usually a last ditch-effort to make a moloch go away if it is hammering your submarine. If you want to avoid fighting a moloch entirely a good tactic is to turn off active sonar and your reactor if you can do so and drop a depth decoy if you have one. The moloch being very aggressive to targets that make noise will 90% of the time take the bait leaving you to gain lots of distance on it and maybe even avoiding it entirely.

The above tactics are great for avoiding wildlife but things get tricky when dealing with an enemy submarine.

The single best tactic for ambushing an enemy submarine is to find a shipwreck or alien ruins and get right up against it since they stick out on sonar like a sore thumb. You also have a very blatant sonar signature making you very easy to spot so hiding your signature by making it look like you are part of a wreak or ruin will take the enemy by surprise letting you get in the first blows.

Depth decoys are worthless against enemy submarines since they will ignore the sonar contact and keep gunning for you instead. Unless you are planning on using them like normal depth charges.






Picture of Conrad Smoot as seen in The Europan Vol# 42






Campaign Tactics

If you find yourself the captain on a long journey then keeping an eye on what department needs supplies is a good habit to get into so you can keep your repair teams and doctors happy, along with the security team whenever they run low on supplies. Usually designating a person to keep tabs on a department will lessen the stress on you since they can tell you what they need.

Buying pre-made equipment is expensive so you are usually better off buying the ingredients for something and making it yourself.












A Picture of Captain Herman Pollard as seen in The Europan Vol# 42















Dealing with Traitors

As the captain of the vessel interior threats are usually a pressing concern for you since you have a giant target painted on your back as an officer of the Coalition. With this in mind security will take care of most things dealing with traitors, but you should encourage your security team to try to take the traitor alive and lock him up before killing him. If the traitor is hostile and attacks you then you have no choice but if you can take him alive it is the best thing you can do. Killing traitors only inspires more crewman to join their cause and a new traitor will pop up after you kill the first one.

Keeping an eye on oxygen levels and ship handling can indicate if a traitor is onboard or not since they will very likely mess with these systems.

If a traitor situation gets so bad that security can not handle it you may be forced to take the matter into your own hands and take him out yourself. Do not be shy if you think your security team can not handle a situation. Better to have the help and not need it then need it and not have it. Just don't put yourself in harm's way without a good reason since you are the only man who has any idea how to pilot a submarine.
Enemy Types
This section of the guide is dedicated to teaching you about the different types of wildlife on Europa and the treat they pose to you and your crew aboard the submarine.

Crawler

The common crawler does not pose much threat by itself unless you are outside the submarine. They are normally found in large swarms which is when they are the most deadly. If a swarm of crawlers gets inside the ship they can be very lethal to personnel without a diving suit. Even personnel with a diving suit will have a hard time with more than 2 crawlers without the assistance of a firearm or harpoon gun. The crawler species is not immune from the Husk Parasite and some crawlers will be infected causing them to be larger and a bit tougher to take out.

Crawlers have a habit of feasting on whatever they find out in the ocean and will ignore potential targets to eat a already downed target. This includes their own species. You can take advantage of this behavior by attacking it while it feeds or if a fragmentation grenade is close by and there are a large amount of crawlers in an area feeding the grenade can dispatch them with very little effort on your part. Be sure to warn crewman when you are throwing munitions so they don't get caught in the blast. Headshots are lethal to crawlers since they have no natural protection on their bodies.



























This Image shows a Crawler infected with the Husk Parasite.

Mudraptor

The Mudrapter always poses a threat to the submarine and especially if you are outside with one. They travel in hunting parties of 2 to 6 and seem to know the weak points on submarines. They will always use their razor-sharp beaks to cut through the airlock doors or docking hatch to access the interior of the sub very quickly. If a Mudraptor enters the ship all personnel without a firearm or harpoon gun should stay clear and avoid it. If you do end up in its jaws then it is more than likely over for you even if you are in a diving suit. There have been no confirmed cases of Mudraptors with Husk Parasite infection.

Mudraptors have armored shells on their face and back allowing them to take more punishment in those areas. If you have the time to aim try to hit its stomach or the underside of its head plate to inflict maximum damage. The real way to stop Mudraptors from becoming an issue is to take them out before they try to get inside the submarine.











Bone/Tiger Threshers

First things first there are two types of Threshers

Tiger Threshers

They are the little cousin to the Bone Thresher. These Threshers are deadly if they get inside the submarine but not much of a threat unless there are 3 or 4 of them. If one does manage to get inside the submarine someone with a harpoon gun or firearm should deal with it. Tiger threshers usually show up in Thresher swarms numbering from 4 to 6 alongside 2 Bone Threshers. There have been no confirmed cases of Husk Parasite infection for either Tiger or Bone Threshers.









Bone Threshers

Bone Threshers are a bit more serious than Tiger Threshers. They have a nasty bite and if one gets inside then it will be very hard to take down using anything but explosives. They don't need friends to be lethal they can do it all on their own. Your best bet against Bone Threshers is to kill them before they get inside.








Husks

Husks are former victims of a Parasite known as Velonaceps Calyx but everyone just calls it the Husk Parasite. The Parasite is very aggressive and takes control over the central nervous system very quickly after infection and proceeds to use the newly formed Husk to infect other individuals using an appendage that bursts from the back of the Husks throat. Personnel in diving suit have some protection against this method of infection but it can still happen. Personnel out of a diving suit will be infected if struck with the appendage and should be treated ASAP. If no treatments are onboard the submarine then only one option remains for the safety of everyone else. The infected individual should be either isolated from the rest of the crew and left to turn or should use the airlock without a diving suit and let the ocean show them a merciful death that the parasite will not let them have. DO NOT KILL THE INFECTED INDIVIDUAL ONBOARD THE SHIP THEY WILL ONLY GET BACK UP AND SPREAD THE PARASITE.

Husks pose very little threat outside the submarine since they have no reliable way of damaging the ship's armor. They are only dangerous if they are inside the vessel. If you do end up staring a husk down at the end of the hall then their weakness is also our weakness. Headshots are very effective at putting husks down since destroying the central nervous system kills them.

Enemy Types Continued
Hammerheads

Again there are a few differing types of Hammerheads and they will all be discussed.

Hammerhead Spawn

Hammerhead spawn are infant hammerheads that burst out of a Hammerhead Matriarch when it dies. These spawn pose no threat to the submarine hull and are only a threat in very large numbers to humans.





Hammerhead

Hammerheads are creatures that look as if they have a battering ram for a head. They are a large threat to the ship since this hammer can very easily cause a leak inside the submarine. They have no weak points but are not the toughest to take down. They normally use hit and run tactics against submarines to avoid being shot. Hammerheads will also ram themselves into crewman if they have the chance to so be careful.















Hammerhead Matriarch

Hammerhead Matriarchs are very large compared to normal hammerheads. Matriarchs are a large threat to the submarine since they ram with a lot more force than Hammerheads, but when it rams into you it dies. After the Matriarch as died its head will bust open releasing tons of Hammerhead spawn that have a clear path right into your submarine if you don't patch the breach very quickly.












Golden Hammerhead

The Golden Hammerhead is more agile than a common Hammerhead but weaker. Other than that it uses the same tactics as a common hammerhead and is dealt with like one as well.















Molochs

Molochs are pretty much large jellyfish with a very strong shell covering their top. They are very sensitive to noise and will attack anything that makes too much noise. It does not matter if it is a submarines sonar or someone in a diving suit using a scooter. Molochs are massive threats to the submarine and crew no matter if they are outside or inside the submarine. If you are outside around a Moloch then keep your distance from it and never use your underwater scooter or personal sonar device around it. If you are inside the submarine and on a gun then aiming for its underbelly and tentacles will inflict much more damage than shooting its shell. Never shoot a Moloch in its shell almost all the damage will be absorbed by the shell.

Molochs are very tough but with sustained fire to the tentacles and underbelly it will eventually go down.
























Black Moloch

The Black Moloch is a new sight to behold under the seas of Europa only being discovered recently by scout submarines going on expeditions to try to find the fabled "Reef of Life". It functions like a living EMP disabling any electronics in its general area, but it also behaves like a normal moloch in regards to everything else. So watch how much noise you make around them.


















Moloch Pupa

Moloch Pupa are just molochs that have not reached a mature state. They are still dangerous to diving teams and submarines, but are much weaker than a full size moloch.

More Enemies
Charybdis

Charybdis are large creatures that look like a cross between a T-Rex and an octopus. These fearsome creatures are hyper-aggressive and will attack anything it can get its tentacles on. The Charybdis will devour a crewman who goes outside the submarine during an attack and will thrash the submarine around as it attempts to break the hull. They have no weak points and the only way to put them down is with lots of fire from a submarines weapons.












Fractal Guardian

There are 2 types of Guardians

Guardian 1

Very agile in the water but their attack is weak, however to make up for this they attack quickly. Do not underestimate them especially if there is more than one of them.




















Guardian 2

Slow in the water and with a slow attack these Guardians are not very effective in combat, but can still be dangerous in groups.























The Fractal Guardians are machines built by the aliens before humanity came to Europa. Little is known other than how to fight them. Stun batons deal massive amounts of damage to Guardians making them very easy to kill. Firearms and Harpoons are also effective. Guardians are only found around alien ruins.
Special Enemies
Thalamus

A Thalamus is ballast flora that has grown out of control and has developed into a creature that can control electrical systems. They are only found on sunken submarines that have been undisturbed for years. If one does form some common things you will see is large organs growing on the walls of the sunken submarine. These organs could be for life function or its ability to control electrical systems. The organ that controls electrical systems are known as cell organs. These cells are more than likely powering the ship's weapons which can be used against your submarine. These cells also control flesh guns. These Flesh guns act like tethers that can drag your submarine close to the Thalamus. The Flesh guns also release Terminal cells into your submarine that attack and burn crewmates on contact. These Terminal cells are weak but explode on death. There is another type of cell guarding the Thalamus' organs. These creatures are known as Leucocytes, and look like a large group of cells with a protective exterior. These Leucocytes can attack crewman and induce paralysis. This makes them a massive threat to individuals in and out of diving suits. The best way to deal with Leucocytes is with a ranged weapon. Melee combat is not advised.

The only way a Thalamus dies for good is entering the sunken submarine and finding the Thalamus Brain. The Brain controls everything and destroying it will kill the Thalamus. This will kill all the Leucocytes it has already made to defend it.

















The Image above is a Leucocyte.

















The Image above is a Terminal Cell.








The image above is a cell spawner. These spawn the Terminal Cells on your vessel so take these out when you can












This is a Flesh Gun. It tethers your ship to the wreak of the Thalamus and spawns Terminal Cells inside your submarine.














This is a Flesh Gun Ammo Sack. Destroying this puts the connected Flesh Gun out of action.








This is a Thalamus Organ. These Organs are for the Thalamus' extra functions so ignoring these until you kill the brain is a good idea.











This is the Thalamus Brain. This is the most important target to find when dealing with a Thalamus since destroying the brain destroys everything else.
33 Comments
Twilight Sparkle Sep 18, 2023 @ 9:05am 
Hey can we update this guys
S.J Sep 18, 2023 @ 5:03am 
I don't usually read guides or or tips about games but this was not only a good time reading it was also informative. i think this is the first time i wish the guide was longer. :barotrauma::cozybethesda:
Perald Baxter  [author] Aug 2, 2023 @ 7:16pm 
I really should
Twilight Sparkle Aug 2, 2023 @ 7:13pm 
Hey can we update this
Perald Baxter  [author] Aug 2, 2023 @ 5:02pm 
based user
Brainrot Aug 2, 2023 @ 4:47pm 
VIVA LA REVOLUTION! DOWN WITH THE COALITION!
Twilight Sparkle Mar 17, 2023 @ 10:22pm 
Update this
Pongo Oct 2, 2021 @ 1:36pm 
If you have a chance, could you please add a section about radio communication? Particularly with setting frequencies and comms groups etc. Thanks!
inspector pipi pantalon Sep 12, 2021 @ 10:53pm 
god bless the europa coaliton
Perald Baxter  [author] Sep 5, 2021 @ 10:22pm 
yea i will admit I have had a case of "addicted to XCOM Long War" for awhile now instead of updating the guide.