Barotrauma
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Handbook for Not-so-total-noobs
Bởi Ake-tits
A wholesome guide for people who actually played tutorial.
Mature audience only, bacause this thing is infested with tons of vulgar jokes. Like you care.

v0.11 Ruins updated. Medical updated based on the XML.
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------------- Captain Guide -------------
How to F---ing maneuver A F---ing Sub.
So, you are the new captain I am supposed to serve right? Oh. You haven't even touched the simulator yet? Jeez. Fine. Ill teach you how to do it, Step By step.

The UI


1: The Main sonar screen.

1.1: It shows the basic collision outline of your sub and outposts as grey lines. Be advised that this does not include small bumps like Coilgun base and other cosmetics that might have collision.

1.2: Green lines are docking hatches. All subs should at least have one top docking hatch.

1.3: Colored dots Indicates Signal strength. White→Green→Blue→Black is from strongest to weakest. closer things shine brighter accordingly.

1.4: Enemies normally are shown in white blips, when using Active sonar. They actually changes size and shape from enemy to enemy, so try to learn them. Seadogs can tell the difference between Crawlers, Husked Crawlers, and Mudraptors, greatly affecting the tactics they are going to choose next. Keep in mind that stray Artifacts also shine very bright, but you can tell them because they are not moving at all.

1.5: Orange dots are Interference. High temperature water made by something like Nuclear explosion or Thermal vents distorts sound transmission speed of water, ending up messing with your screen. Some of the inhabitants in Europan sea also messes with it, like "Sonar flora" (purple blob thing sometimes on wall), and Black Moloch. Going Passive sonar and pinging once in a while manually will greatly reduce the amount of interference you have to suffer.

1.6 lots of moving lines are currents. It will mess with your sub and can throw it around a little, or at least slow the sub down. On some occasion, you might want to actively punch some holes on your own sub to sink against strong upward currents. Don't overdo it or you will fall on top of volcano.

1.7: If you see dirty green thingies, they are ice. you can slowly run into them and push it around to make way, or you can shoot them to pieces. try to shake them off when you are done though. and NEVER run into one, as they do so much more damage compared to terrain, as if you were hit by nuke or something. Dont want to become space Titanic? Stay on the sonar!

1.8 Hostile Subs / Sunken subs shines with much darker outline compared to terrain. Well, unless they are actively pinging, then you can clearly tell.


(on Manual Steering mode)


1.A: The intended direction vector you( as character's brain) are "intended" to move. you can change this by clicking.
1.B: The "actual" vector the sub's console is has input. It slowly try to adjust to the A line. The speed for this adjustment is dependant on your Helm skill.


(on Autopilot mode)


1.C: Orance circle indicates "center" of the sub( to the Autopilot system).
1.D: Orange plus mark indicates the destination the Autopilot will try to maintain position. you can change it by clicking.



2: The sonar control.

2.1: Active sonar lets you see what is surrounding you, but generates huge amount of noise, because it IS a noise that is letting you see things, in case you didn't know. As long as you are pinging, almost all hostile things will rush at you. Keep that in mind.

2.2: Passive sonar only listens into the water. Although you cannot see most of the things, you can still see a few things: Rather close fishes, Very close terrain (Thanks to your sub making noise from engine/ reactor/ O2 gen), and enemy Sub. You will also be able to see docking hatches of outoposts, respawn shuttle, and some objective markers. You can also use your own brain and remember terrain with a single active sonar then stay passive, greatly reducing the amount of ping you have to do = whole lot more of stealth.

2.3: You can also use Directional ping to send out the ping to only specific direction. handy when you are doing stealth, especially PvP. this is kind of a handful thing to do while navigating with manual mode, so either go slow or summon trustworthy second pair of hands. (Sometimes i feel as if this thing is not exactly working as intended, especially when you rapidly toggle it. comments needed for this matter.)


3. The control panel.

3.1: If you want to know what you are doing, refer to 1.A through 1.D. If you are new to the current sub, or just entirely new, Keep it on Autopilot mode - Maintain position. Then, plot the maintaining position towards the course onto the next outpost/ objective. this is really safe method: you really won't run into wall unless you are too sloppy, and you get decent enough speed aswell.

3.2: Manual control is much more hard, and you MUST be the captain as character class to get any chance to sail. Thing is, the part of the adjustment process on Manual Steering mode is depending onto the character's Helm skill. the lower your helm skill is, you are just not used to use the buttons and switches on the console, thus hampering the control MASSIVELY. NEVER attempt to use manual as someone else than Captain class. If you do practice, however, this will be the fastest and most efficient way to control the sub. A few things to keep in mind:

3.2.1: The sub is Physical object. more speed you gain, it gets harder to lose all of them.

3.2.2: While the engine is easily beefed up/down to move horizontally, you don't want to exceed 25 km/h speed. you will break your hull if you ram into ice starting around 10~12 km/h on either direction. And from my experience, if you get past 35 km/h, you will really have no chance to slow down enough so you wont run into rocks, because of the pinging interval getting in the way.

3.2.3: Ballast tanks are controlling vertical up/down. bigger ballast will make you sink faster, but there seems to be a limit how fast you can go up( around 18~20 km/h top speed). They also are quite Pump reliant system, so unlike engine, if the pump is not strong enough, it may take quite a while until your control actually kick in (especially if you are not Captain), so plan ahead about the speed.

3.2.4: When you are docking, Just go autopilot mode. it is MUCH easier that way. Can't deny the satisfaction of doing it with manual, though.

3.3: you can also tell Autopilot mode to do everything themselves and go to previous( 2nd option) or next( 3rd option) outpost automatically. but this WILL do not exactly a great job overall, wasting more fuel, time, and on occasion, running into iceberg. I would give it 4 out of 10. Nevertheless, it CAN navigate without sonar, and you can also go away from console while making progress, so it is indeed not an evil choice. just be sure to know that progressing cave spawns enemies, and you are supposed to be the earliest warning system to the entirety of sub when that happens, and you are abandoning that part. If you are going to deal with some human problems, better just stop the sub instead.


(Cont.)
4: Speed and depth meter.

4.1: Refer to 3.2.2 for detailed things about speed.

4.2: Depth is, normally, just there for the aesthetics. it only matters when your sub/ objectives coming close to around 3500m (increased as of 0.11.0.9. Deep diver class has extra 700m. current Maximum is 5700m, achievable by fully upgrading Deep diver). it kind of depends on the map generation so it fluctuates, but when you get past around 3500m, you will run into "Abyss" eventually. In the Abyss, the sub and your diving suit will lose to pressure battle against the sea, thus making every single cell of your precious body to thin red paste. And sadly, Map generation sometimes fails and summons objectives out of this boundary. if that happens, just don't try and run to next station. So yeah, keep that in mind, but it won't matter on 98% of mission, unless you are trying.


5: Status Monitor.

5.0: Your sub doesn't have one? don't bother with that sub. Seriously. Well, it is not a necessity in tiny subs and shuttles, but anything bigger needs one, if not multiple.

5.1: it will show the Breach, water level(optional), and air quality(optional). Hover over the rooms to show detailed results.

5.2: Outlines indicates the hull integrity of the room( Green = normal. Blue = Ballast or Airlock. Pink = moderate damage. Red = large damage, possible complete breakdown of part of hull). If a room is (close to) red, do tell the repairmen going there that because they are going to need a Diving suit. Also, Red means a possible hole enough to get intruder(s) inside, so if you can suspect that breach is caused enemies, tell that too.

5.3: water level is well, water level. the more a room is filled, the more overall weight of the sub will be, the more chance your sub will sink against your will.

5.4: Air quality decays when someone uses a room to breathe, or when a fire or Sky Artifact is in loose. if good amount of rooms start losing oxygen, ask engineer to check Oxygen generator. Some part of the sub might not have oxygen ventilation (e.g. ballast tank of most subs, and Electrical on Typhon 2), and might end up suffocating someone. Try to keep it tracked as well.


6: Special Buttons.

6.1: These are quite diverse sub to sub, but most of them are quite essential ones. read the label.

6.2: Common ones are, but not limited to: Depth charge drop, Discharge coil activation, toggling sub's battery on/off, SCRAM for the reactor, Forcing door closure, Et Cetra. Advanced, user made subs also will have switches around, but you should make sure how they work, because some of them might include irreversible self-destruction switch....


The bots and you / Loadout choice
Bots are something that you cannot get away from using it, when you want to play anything else than highly sophisticated subs sorely made for one-man use. Well, or you are god of Barotrauma. I will tell what they are good/ bad at.


Bots are good at:

1. Fixing components. While they don't do round to keep everything in tip-top shape, they immidiately rush and start fixing things, the moment anything get the icon. One of your bots should always be at this task. They are not good at sharing task though, so if you want to tend a few more hands, order one of them to dedicate to electrical, and other for mechanical.

2. Aiming coilguns. They will always shoot right at the target at the moment, and will never put deviation to consideration. So it does have downside when the target is very small( Leukocyte
and Spinelings comes to mind), but very accurate when they are large and just running into the gun( like Hammerhead). The ammo consumption is bad too, but they get the job done. they also have longer detection range than human can with our periscope, and never ever leave the gun they are asked to stay on.

3. Taking orders to the letter. You ask, they do.



Bots are bad at:

1. Medical. Not sure of their logic, but looks like they stick with the medicine suggestion screen (which is SO BAD), and they will never wait until a medicine to take effect, wasting lots more and will cause more negative symptoms. They also fixes everyone's health completely, which is wasteful( you get completely healed on each stop at outposts). You won't get free heal as of 0.10.4.0, but still is wasteful. You can sleep off "damage" slowly (sadly not burns) if you stay in bed, All outpost should have at least one.

2. Any activity outside of sub. You will have to do everything alone on Salvage misssions, and mining operations.

3. Fabricating things. Fabricators and Deconstructors help A LOT during a long journye, and they dont give a single ♥♥♥♥ unless it's smoking. Make sure to have a "Sub fixing day" after a big fight: Stock on ammo, stock on fuel, deconstruct garbages, sort out the loot, fix exterior hulls, et cetra. After you are done, you can get back into the outpost and save that progress, so you won't have to do it again if you fail on the same mission.

4. Being flexible. You don't ask, they won't.




My build order of Bots for Campaign:

Initial Crew:
Captain as yourself while steering sub. Fixing leak, and manning gun is secondary task.
Mechanic on maintainin. Assisn him to gun when you see hostiles on sonar.
Engineer to hug the reactor 24/7.

Additional Crew (in order):
1. Security Officer. Train him for weapon and medical. Your main alt for venturing outside.
2. Assistant. Gunner / repair assist hybrid.
3. Doctor. Support gunning. By ordering him to stay on gun, bots won't waste medicine.
4. Security Officer. More gunner.



Useful bot shortcut orders:

411: Power up the reactor. They also will get stuck in there and do the power management slightly better than Automatic control. They also replace fuel rods as soon as it runs out (takes some time though).

412: Shut down reactor. Due to how the heat is caliculated at the very first few seconds of the map, most reactor will at least sound alarm for a few seconds, if not immidiately catching fire. Turn it off at the end of each mission after docking it.


42: Man that Coil/Railguns.
43: Comandeer the sub. While they kind of won't actually steer it, they call out sonar readings for enemies.


31: Fix leaks. They have built-in homing system that will rush onto leak.
32: maintain things. Like i said before, They are so good at fixing.


22: Stop right there criminal scum. They will try to get back onto sub if you release control for a moment outside. this will prevent them from doing it. Also useful when they are stuck.


Loadout

This is as of v0.14.6.0. And it only makes sense in a mission, as in Campaign, these difference really won't make difference. pick your best clothes, i suppose.

Captain: Loadout #2(renegade) has revolver and Anabolic Steroid, making it the only loadout that has any sense to pick.

Security Officer: Loadout #1(Commando) has best item killing-wise, while #2(Peacekeeper) has quite a few stun darts for decent crowd control ideal for Traitor run. Compared to that, #3(Gunner) has little to no advantage, since Security officer won't need buff from the gunner's helmet, as their Weapon skill is already high enough.

Medical Doctor: Not much difference here. #1(First responder) has ABX, which means he can treat one early stage husk patient without supply, but usually that won't make difference.

Engineer: #1(Nuclear engineer) has Fuel rod, which can be invaluable when your sub keeps sinking in bottom of the Europa one too often. Or got Griefer, or both. Remember, any sub can restart from dead if it got fuel rod and welding tool. #2(Electrical engineer) is considerably ♥♥♥♥♥♥♥♥, but they got 3 wires ,relay, and button - enough for both helpful addon for vanilla sub, or cause chaos on any sub that doesn't have their wires locked.

Mechanic: #1(Welder) Starts out with a Welding tool and Plasma cutter. Welding tool is the first line of defense when your shuttle is damaged by anything, and plasma cutter holds an Oxygen tank - this can save your life if your shuttle crash lands too far away from the sub, and you couldn't afford to get any more supply from the shuttle. Also allows you to cut through into sub if that's a nessesity. #2(Fabricator)'s advantage is only lies in crowbar item wise, a tool that is usually inferior compared to Plasma cutter. Unless you somehow have to open an alien door for whatever reason, or barging into restricted area with "less" sound(Plasma cutter makes sound all the while you are cutting, but Crowbar makes its distinctive noise only AFTER you open a door. that 10 second advantage might actually is what you need to get into Armory and start rampaging.)

Assistant: Remember, even though they are ♥♥♥♥♥♥ skill wise, they gain 25% more XP than everyone else. don't underestimate them, especially after a long mission session (Mission also gives you XP boost), and Campaign.


Talents (new as on 0.15.x.x)
The new system that are added on 0.15.x.x which was "supposed" to encourage players for sticking around. Truth is, not only they are encouraged, you would rather become completely broken once you claim certain amount of them. Yes it takes time, but it is such a big buff to the players that really didn't get much "nerf" in any way in comparison. Well sure, Ruin revamp landed on the same patch and that's about it. Anyway, enough whining, and more about having fun.



Captain
Ain't bad overall, but most of the skills are quite supportive, and doesn't help physically most of the time. Still, quite fitting for the Captain. Secondary co-pilot would be ideal to acquire all of the middle and right tree bonuses.
My recommendation: Left>Middle>Right

Notable Skills
Left
Sailor with No name: Cigar allows you to bypass the cost to heal Reaper's tax, a debuff you get upon respawn. Handy on Multiplayer, useless on singleplayer where crew always die for good.
Bounty Hunter: Handcannon is pretty good for deleting Guardians. Also payment is fairly good, regardless of whatever you kill. quite good since you don't have to loot corpse for the bonus.

Middle
Traveling Tradesman: +4 special sales is quite powerful. just buy whatever they are selling, and offload them on next station if you don't need for stable profit.
Medals are great catch-up system. try using them to whoever is late to the campaign, but you are sure that they will tag along for a while.

Right
All inspiration effects lasts forever as long as you don't order more. Try tracking them, or just re-order at the start of each round.



Security
Quite good pick for outside duty, but Tandem Fire is what you are here for. Not much sense to have too many of, unless you have a lot of hard points.
My recommendation: Right>Left>Middle

Left
Scavenger: loot with your Doctor/Mechanic buddy to maximize loot output. this does NOT break their own loot skills, vice versa.

Right
Tandem Fire: One of the only way to reliably increase your trusty stationary weapons, with or without using expensive munitions. Combine with Captain's inspiration to maximize output.



Medical Doctors
Abso-♥♥♥♥♥♥♥-lutely OP to the point that it is your top priority to fetch a medic on singleplayer Campaign. might as well get second, too. one for Alien ruin scavenger, other for Geneticist who stays in the sub. Assign right tree skills wisely between those two.
My recommendation: Left>Right>Middle

Left
Researcher's intuition, Curiosity, Reverse Engineer, Atmos machine: The synergy man, oh the SYNERGY. Just a few alien ruins after, your Medic will ascend to godhood. And will provide the petty mortals (AKA crewmates) a gigaton of alien stuff to play with.

Middle
Combat Medic: You going outside or not, the speed boost is insane, especially combined with Advanced Splicing.
Don't die on me!: As if the godhoodness from Left tree wasn't enough. Endocrine Booster uses up tons of materials, so choose carefully who to put the syringe into.

Right
Gene Harvester: Vastly increases the amount of genetic mats you will get.
Advanced Splicing: broken when paired with Combat Medic.



Mechanic
Whatever tree you go, you will be loved. Right tree talents are difficult to choose, so I would recommend getting 2 mechanics, 1 for crafting, 1 for outside activity.
My recommendation: Right>Left>Middle

Left
Let it drain: while it is PITA to maintain the power, these pumps are ♥♥♥♥♥♥♥ OP. Place them to easy-to-flood, hard-to-drain rooms. Vanilla subs should always have quite a few to choose from.

Middle
Artisan Smith: Dementonite tools are quite powerful both in combat and repairing, but you will get this skill super lategame anyway. Make sure your sub has a lot of them to spare, as Dementonite is required to make a lot of "Campaign only" high end equipment, and tools are certainly the last on the priority list.

Right
Scrounger/Scrap Savant: this does NOT care if the container is touched by someone else first. be sure to accompany every looting run, and stockpile dem scraps for whatever of your usage (Elbow grease is very easy to get capped anyway).



Engineer
Honestly, disappointing. mostly meant for support role, but clearly worse character stats wise than Mechanic. you would still want one though.
My recommendation: Left>Right>Middle

Notable Skills
Left
Arms Dealer: The 90% of the reason of the continued existence of Engineers being allowed. Free ingredients for small firearms, notably towards Revolver rounds. Not to mention unlocking the OP rounds for SMG. do NOT deconstruct depleted fuel rods for this reason.
Castle Doctrine: Dirty bomb is, simply put, Poor man's Nuclear shell. Pretty good against Pirate vessels when you don't have Incendium to spare, bad for everything else.
Nuclear Option: Your fuel will be set for the rest of the run exploiting this. Make a Fulgrium fuel rod and deconstruct 1 of them on each mission, giving you 2 Fulgrium fuel rods for "free". But you usually dont need that much fuel, unless you keep on not buying the rods.

Middle
All-Seeing Eye: it is "Thermal" goggle, which means that dead-but-alive things like Husks are practically invisible. Remember to still keep listening to sound, and it should help you a lot.

College Athletics: Cargo scooters are, while kind of unwieldy, helpful nonetheless. Obtainable by using Endocrine Booster, though it would be very endgame.


Assistant
Honestly, Fairly strong pick. you would want 1 for True potential.
My recommendation: Left>Right>Middle

Middle
Survival package: for Clarify, you GAIN these 3 healing items on each round end, similar to Arms Dealer of Engineer.

Right
Water Prankster: you really shouldn't swim outside without a diving suit that provides a lot of protection. Think this as portable diving suit for internal activity.
True Potential: Free heal AoE that costs nothing for quite large area. Healing is not fast enough to aid in combat, but fast enough for the clown being the sole medic on Abyss creature attack for bruises, provided there is nothing else going on. And of course, good for normal injuries. The effect does NOT apply to the clown themselves, so keep them alive.



Minimum "optimized" team compo
Add members in this order:

1. Captain
2. Doctor
3. Mechanic
4. Assistant
5. Security
6. Engineer
--------
7. Doctor
8. Captain
9. Mechanic
10. Security
11+. Whichever you want



Sonar Reference Sheet
This section is WIP.


Because someone asked for this.
It - it's not like I wasn't planning this all along, but needed a right push! B-Baka!!



Terrain

A solid wall. 0 space to get past.



Multiple layers of walls visible on sonar means a possible cave. could be passable with swimming, and if it's are around ~300m of the infrasonic signal, this is probably the only entrance. Don't bother trying even a tiny drone.



"A crack in the boundary", I call. Red line should be considered as "wall". If you go past these wall once, you get "out of bounds" area. Few enemies spawn with almost nothing forcing your hands. But if you havent done your Salvage / Monster Objective yet, there is a high possibility that you cannot "get back into bounds" when you are near the objective marker, forcing you to use more time and fuel. Also, if you sink your sub while being in out of bounds, you will almost certainly fall into the Abyss, which is an almost guaranteed mission failure. Autopilot will always try to take path in bounds. Obsolete, but keeping for archive.



Currents, as they came back on 0.11.0.9. Some part is strong enough to deny you from going deeper against it, even using a sub with better than average (0.468) ballast. If you do need to get past one of these, letting water in contoled manner by using airlock, reversing bilge pumps, or simply cutting hull with plasma cutter is a valid strategy. Just don't overdo it. Mind the momentum.



A ruin.




Horizontal line is "map ceiling". No ores/ plants will grow on here. you can tell by the fact that you can see left part of the ceiling through the normal terrain.




Crack / possible Drifting ice. Two in the middle part might be push-able. Old footage, but keeping for archive purpose.



Ice spear (Below) and a Chunk of ice (Above). You can get rid of them with around 10 coilgun rounds, or plasma cutter.





A volcano, or more like bunch of volcanoes. Tightly packed current, and orange interference field indicates them. Their interference fields are actually MUCH larger than it looks(red line). 3rd picture is what I could see on passive mode on the almost same spot. Utilize the manual pinging and passive sonar to traverse near volcano rather safely. Also, go slow.




Sonar flora are back, as of 0.11.0.9. They emit huge noise, something very close to a blaring foghorn.




Piezo crystals, A new addition as of 0.11.0.9. It will zap the sub to make it lose control for a few seconds. If you shoot it down, or cut it with plasma cutter like a total idiot (which i did), it will cause an explosion comparable to a Nuclear blast.


Wrecks / Thalamus

Diagram of how to deal with Thalamus. Assume you havew come from the left side, and found a wreckage at 2:30 of this image. A "Wreck1". Potential Thalamus.

Plan A: Hug the top wall and keep distance as much as possible. Minimum safe distance is around 50m. If the sub I'm using was not THIS long, I could have taken this line.

Plan B: Approach and park to 8 o' clock of the Wreck. this place is ALWAYS blind spot, and will give your sub's nose some cover if needed. Order crew for investigation for conformation, and potential salvage/ sweeping op.



Technically not a "wreck", a Beacon station, added in 0.11.0.9. sometimes it is on (seen once on PvP), but usually it is off. Spawns even if you don't have mission related to it, and interestingly, even in Hydrothermal wastes. Has a few tools and clothes, in case you are in dire need of those.



Hemulen Wreck. Very small, but rather rich with containers for its size.



Dugong Wreck. Small, but quite worth looting.



"Wreck1" Wreck. Structure somewhat feels as if Remora. Less loot for its size.



Berilia Wreck. Stubby. Due to the fact that the front half has been blown into bits, few loot.



Kastrull Wreck. Loooong. extremely rich loot on all direction. a must-loot.




WIP miscs

An Artifact. Make sure it is not moving, or it could actually be some larger Europan denizens.



Almost certainly Nasonov reading. Nasonov is the only one that shines your sonar even in a distant like this, on passive sonar.



A group of 5 crawlers. 3 of them on the right are far away to be just a circular dot that isn't distinctive enough (Mudraptors and Tiger threshers look like this too in distance), but the 2 nearby ones are definitely Crawler.



A group of 3 Mudraptors. Second picture is 1 ping later of picture 2. When they are in the distance, the dots are actually slightly larger than Crawlers, but in the close distance, you can easily identify by their "bullet / candy corn" shape.



A ridiculous case I met in Hydrothermal Wastes as of 0.11.0.9. 10, yes, TEN hammerheads all around me. Luckily i was using heavily armed sub.


A Large sonar reading, but in the middle of water, possibly. This could be: Hammerhead, Moloch, Charybdis, or Endworm. On this picture, this is Moloch.


A Moloch. Notice some sort of "beads" sticking at the bottom of the picture. these are their tentacles, and one of the distinctive feature of them along with their "songs".
(This is actually player controlled one, so i could take picture comfortably. Special Thanks to Mark.)




How 2 Dock (intro)
You know exactly when some of the car drivers have the most amount of nightmare on day-to-day life. Yes. Parking. Same could be said for the submarine Captains. After a long, daunting day of stupid mission you got for a "quick buck". Waves after waves of Europan denizens. Half of crew are in their stomach. Your mechanics complaining about the amount of dents you made. The clown got loose again and, even though he is detained, your stash of meth are gone. You, sire, are done. You just want to save and be done with this campaign, least for now. Then, the docking. You really don't want to miss the docking, do you?





Know your submarine's "hats".

I know that they are supposed to be called as topside, but since there are just too many abominations that are roaming in the Europan sea, I just refer them as "hats". "Hats" are the parts where your docking hatches are located. You really want to know how exactly these hats looks like, in order to avoid feeling miserable. Generally, the smoother the hats are, the easier the docking sequence will be.




Example A: Azimuth has one of the smoothest hats known to mankind. Or at least Europan official denizens. It also has good enough engine and ballast, so it should be one of the most noob captain friendly sub when it comes to docking (I am not saying that it has the best survival rate out of all official subs).




Example B: I call Dugong "the textbook", as it teaches you basic knowledge to everything. Even with docking, it does teach you lesson. The hat is a lot shorter than Azimuth, And it has "hook" attached it. "Hook" usually is made when you try to make an airlock near the docking hatch, and can be annoying (refer to the pictures below).





This is the outpost, and its collision outlined.





Example C: "Hook" in action. we cannot move to the left, nor below anymore. 1 is the docking port of the outpost, while the 2 being the Dugong's. What exactly is happening?








This is happening, that's what. You will need to go right and maybe above a little to free yourself out. Which means, you will have to do the procedure all over again. UGH.






Example D: I hate to admit this, but Kikori, one of the sub I am responsible for adjustments, is BAD when it comes to hats. Not only it has a hook, it also has a coilgun that functions as a bump, making it harder to dock the sub. It struggles so much more if you are trying to dock with a respawn shuttle which has a bottom gun right nest to the bottom docking hatch. Pray that it at least have a bottom left airlock, so you can just swim. And before you ask: No, I am not removing the middle top coilgun of Kikori. It has too much sentimental value attached to it. Also gives so much firepower to the topside.



How to achieve "quick dock"

The docking sequence is already in motion when you are within about 130m to the target station. People have different preference, but I strongly recommend to switch to autopilot mode. also, there won't be any more obstacles, no icebergs blocking your docking, so it should be safe to go into passive sonar and enhance your concentration.




After you have done changing those, start plotting your route. The most obvious would be to go into it via straight line (A), but hear me out. You don't take any damage bumping into the outpost, and you will lose all the excess vertical momentum doing so. You have to get near it anyway, so, if you are not being chased by too many things, try adjusting your horizontal position first, then vertical (B), as that would be much easier. I am trying to achieve both here, so I plotted the destination as you can see on the chart. (Yes, I am using different footage because I didn't think this through.)




As you get closer to the outpost, start zooming in your sonar, because when you are about to dock, the devs meddles with your sonar and messes your careful approach up (I REALLY wish I had control over this). Anyway, look closely . You want to dock your hatch (A) to outpost's(C). Achieving so, your Center of the sub indicated by autopilot(B) would be somewhere close to the white asterisk(*), shown with parallel lines. But since you are trying to haul your ass, you would better plot your destination (P) further away from the supposed postion (*), close to the said parallel line, so you don't lose too much momentum. If you want to be safe, plot the point little to the left of P, so you can lose more horizontal momentum, the main reason you keep overshooting the docking hatch. You also want to go little bit to the left, because remember, if you go too much to the right, the dreaded hook might come into play!




And look at me Ma, I overshot while trying to a make a guide about the quick docking! I am so proud of myself... Well, what I wanted to say is, the whole idea won't change even after the screen is now at the "docking mode", and devs decides to change the center of the sub to somewhere else. I also never found these stupid lines helpful, ever. Well, there would be some people who would find otherwise I guess . ANYWAY! Once you missed the dock, try to be little more gentle , and plot the destination of your autopilot closer, but not not too close. If you feel that your sub got stuck, try nudging it by sinking a little bit. when you think that it should be dockable any moment, start smashing that subscribe and bell docking button.




AHHHHHHHHHHHHHHHHHHH. Never gets old.


Map generation
You can see how the levels are made by using console (On main menu, "enablecheats" to unlock commands, and then "editlevels" to check out), and recently they added that it is much more readable (and thus confirming most of my hypothesis)It is very spolierific, but the question is: do you care?




Example image of Apothic Plateau

1. Where you start your journey. It is usually safe around here, but sometimes game throws hammerhead as fast as possible.

2. White line is considered as "main path", and red line is considered "sub path", which tends to be much tighter and impassable at times. While hexagons are Waypoints for the Automatic control of sub. it will first try to run back to those hexagons as anchor points, then moves towards next ones accordingly. as you can see, they are programmed to take quite wobbly and "safe" path. This is one of the main reason why they burn fuel so much, on top of them try too hard to take those waypoints too strictly to the point that they kill the momentum. This is why you should train yourself as captain and show off your Kansei Dorifuto skill to your crewmates.

3. these green lines indicates Ores on wall. If your sub has dedicated mineral scanner, it will be shown. Since they ares in open sea, so it should be easy to cover your miners with your submarine weaponry.

4. These are Caves. Caves usually have only 1 entrance, which should look obvious path on your sonar. Insides are complicated, but usually it is 0 shaped or 8 shaped, with some of the parts blocked by ice. Might write more about it later. Nests and mining mission only spawns in caves, and artifact salvage sometimes spawns in caves instead of ruins.

5.Ruins.

6. The Abyss. the moment you get in here, its master will notice you, and will try to eat you alive. Stealth, run, or frontal assault. Up to you, cap.

7. The reason you might want to come to Abyss, other than by going for Hunting grounds. There are a few, rather round ice floating around in the abyss, and they are very, very rich with ores. Be sure to wear your Abyss Diving suit unless you want to become tomato ketchup in seconds.

8. The while rectangle signifies "usual playground", and this place is considered "out of bounds". in here, you will see very odd kind of current, all of themflowing horizontally. the more you get away from the map, the stronger it gets. there is literally nothing out there, so try to get back ASAP. well, unless you are in OOB near the destination, then utilize it, as there is always an opening near the destination, and OOB area is completely free of creature.

9. there also is a flat "ceiling" along with this white line.




------------- Engineering Guide -------------
Crafting guide / Loot disposal
First, check out my other guide. It has the crafting recipies for starters.
https://steamcommunity.com/sharedfiles/filedetails/?id=2047623955

Also, someone called Blue made this guide aswell, which has all the crafting recipes on it.
https://steamcommunity.com/sharedfiles/filedetails/?id=1647181121

This should got you covered for everything, but I could give more tips.

Lots of things could be made with just Steel, Plastic, and Aluminum.
This also means that, you can deconstruct some excess tools and nicknacks into more useful items for current situations. The combination is quite diverse, so you better learn them over time.

Coilgun Ammo and and Fuel rods can be Tactically reloaded without much loss.
Most of the items exhales partially depleted items when you deconstruct partically depleted items. they can be combined to make one unit, so they can be used again as crafting ingredients.

Things that can be safely done:
  • MostALL coilgun ammunition. UEX can be combined now.
  • Fuel rods
  • Medicines (you can combine them too!)
  • Battery (you can "recharge" them by just reconstructing. highly unrecommended normally)

Things that you will make some loss:
  • Welding fuel tank (the unused ethanol part will vanish)
  • Incendium Fuel Tank(similar as its brother)
  • Oxygen tank (duh)
  • Liquid Oxygenite Tank (The game tries to give you some O2G back, but don't expect)




To the Center

(kind of old info as of 0.14, but idea remains the same. stock up.)
From my 2 different session that reached to the center with singleplayer, I can tell you this:
You need to get past around 16ish nodes to reach to the end, counting from the last settlement that is already placed. (going back for resupply is not ideal, as you need to head back at least 3 more stations, only to get a few supply.) So, you will need around 20 trips worth of supplies on board to be safe.

Checklist I recommend: (all items with power of 12, so you can count storage containers instead. or 8 if they are stackable)

  • Ingredients that worth 60 cases of Exploding/ Piercing coilgun ammo (60 steel, 60 titanium, total 60 of either UEXIC-4 or aluminum)
  • 48 Uranium, 24 Thorium, OR 12 Fulgrium for fuel
  • 24 welding fuel tanks or ethanol
  • 64 bandages, 32 saline, 48 opium, 24 morphine
  • 12 SMG mags

Rest of the items should be fine, if you made to the last stop (it should be at deep Apothic Plateau , or shallower part of The Great Sea).



Item Stacking
They Fin-fricking-ally added item stacking feature as of v0.12.0.3. This shifted item meta considerably.


Items that can be stacked
  • Most basic ingredients (metals and chemicals)
  • Most small firearm ammunition (Including Harpoons, which are rather big thing)
  • Explosives (Ingredients, hand grenades, grenade launcher rounds, all of them)
  • Consumable equipment (Batteries and tanks. They won't stack if they are half-spent, so learn to use them up to save space)
  • Medicine (For Jupiter's sake, Don't steal all morphine from Medicine cabinet...)


Items that CANNOT be stacked Even thought you might think otherwise
  • "Weapon" asnd "tools" (Screwdrivers and wrenches are no longer stackable as of 0.15.x.x)
  • Handcuffs (Bringing order to chaos by doing "arresting spree" is not exactly an option now)
  • SMG mags (The advantage SMG had is pretty much gone due to this)


How to Unfrick a fricked sub. Alone.
So, you managed to fail really spectacular and now you are at the bottom of ocean. You are dying, your crewmates either dying or dead, enemies on board, et cetra. Don't give up until last second, you can put everything back together from any point, as long as there is some fuel for welding tool and reactor.


1. Patch yourself up. Then crewmates.
Fixing sub up is dangerous endeavor. Better being able to take some hits than staying One hit kill line. Most of the sub has supply cabinets throughout the sub supporting basic healing kit, in case you are far away from medical.

After you are done, try rescuing others, if they are near you. things are much easier if you can somehow round up 4 people, but two is definitely easier than one. Try asking That Crazy Dude in Brig too, since they CAN be more compliant and serious on dangerous situation than a smooth sail time( but OF COURSE not guaranteed. At your discretion, Sole survivor ).


2. Neutralize the threat.
Well, Good luck if there are gazillions of Mudraptors munching the very door you are hiding in, but often you still have time to prepare yourself. Check everyone's corpse and nearby floors for potential loot of weapons, or Captain/Security ID card to get into Armory.

If you can afford, Stun rods, Diving knives, and Harpoon guns are great tools that even the dumbdumbs can make in Fabricator, if it's still working. their costs are also cheap, just shove in extra welding tools or something into deconstructor to grab ingredients.

If the threats are external, use the guns. Supercapacitors should have enough charge to kill a few, even when the powers are dead. Just make sure themselves are in working condition.


3. Turn the reactor OFF, expunge fuel rods, and fix it.
No, I am not trolling. I am dead serious. The next big threat than enemies would be the reactor going boomboom. Since there would be not so many people left, it is very tough to maintain reactor running, especially when it is submerged in water (Reactor itself and fuel rods within deteriorate really fast because of massive heat loss staying in water. Also chance of overheating when they DO get out of water later). It is also worth noticing that, no matter if you pulled out fuel rods, AND turned the reactror off or not, Reactor will always explode when its "health" reaches to 0 with characteristic blight, white flash, no exception. (As of 0.16.x,x, it wont explode with natural degrade, but still with with other means like enemies and grenade "mishaps".) The junction boxes also degrade really fast, especially when they are powered. In case the reactor already went boomboom (enemies LOVE munching them, since they make noise), keep it that way for -1 thing to worry about. Also see if your body getting blistered everywhere, and getting worse over time. If so, getting yourself Antirad is your primary objective.


4. Start fixing hulls, airlock doors, junction boxes, Navigation console, and pumps.
The next big thing would be to make the sub float a little. Engines can wait, they make noise anyway. Internal doors can wait too, they won't help anything at this point. You also should check back on reactor every 2 minutes to keep it in good condition to prevent boomboom.


5. Power the reactor up with new fuel rods.
When you think you have done above, It is the moment of truth. Go ahead and bring the power back on. If lights are back, IMMIDIATELY Rush to Nav console, and tell the sub to maintain position directly little above of its current location to make sure the pumps running, while prevent it from ramming into any wall or enemies. If the waters are not draining enough, Check the ballast pumps. They sometimes have to be turned on manually after significant amount of downtime.


6. Fix the rest of the broken things.
Hooray! you are back on your feet again! Or fins, whatever. It's not over yet though. From my experience, whenever sub awakes from a long slumber, enemies will spawn and rush onto it. So, prioritize Ammo loaders and Supercapaticors first. If you are alone, fix everything first, before venturing further. Also you might want to do a supply check run, and make yourself and the sub stocked for potential troubles ahead. Forget the missions (especially the salvage), you've done more than that. Just make sure that the sub will return to safety once again.




How 2 Growth and Profit. Grofit.
(WIP)

Since the 0.10.4.0 Came out, It is now Very, very inviting to make Marks( formerly called Credits). So, I am going to Write some of the profitable money making procedures you could do.



Infinite money maker
NOTICE: Use this too much and you will ruin the game.

1. Get your hands on a Calyxanide.
2. Deconstruct it. it will you give you: 100% Calyx Eggs, 1 ABX, and 1 STA.
3. Make it again. it uses: 25% Calyx Eggs, 1 ABX, and 1 STA.

You noticed it? Every time you make and break Calyxanide, you gain 75% of eggs at the cost of just time and electricity, both are pretty much free while you are parking at station. and they sell around 600 Marks each.
PATCHED. of course they would patch these.


Highly Profitable chain

A. Flare making
You can make 4 flares out of 1 flash powder (Magnesium +Potassium), and 1 plastic( abundant from Wreck salvage, or Silicon+ Carbon). Even by buying all materials, you can buy everything with 150 Marks-ish, and sells for 500 Marks-ish. You can also Deconstruct (40mm) Stun grenades, or to lesser extent, Sufforin.
PATCHED. You can still profit fairly well by making new Glowstick though.


B. Deconstructing Anaparalyzant
it is sold at almost any station for merely 50 Marks. Deconstruct it to get Paralyzant and STA. Paralyzant sells for 250ish Marks, and you can use STA for whatever you want.

PATCHED. not only they are pricy enough now, Antitoxins now only gives STA, instead of the toxin itself along with it.


C. Boomboom chain
Get UEX from either just buying it, making it, r decon from 40mm grenade. Make Hand grenades and sell. Mats costs <100 Marks, grenade sells for 200Marks. Similar goes for Incendium grenades, too. PATCHED so it is weaker, but still viable.


D. Stun chain
Out of the things you can make with usual suspects( The Holy trinity of Steel, Aluminum, and Plastic), Stun gun/ Stun baton seems to be the hottest thing in Europan outposts for whatever reason I don't want to guess. They sell around 230 Marks, unlike <100 Marks other things can get at best. You can make Railgun shells too( 100 Marks each for 1 steel), but they are too bulky and too inefficient to sell. PATCHED, so it is weaker now, but still viable.


E. Tobacco Tycoon
0.10.5.0 gave us the ability to grow plants. if your crew are numerous and competent enough, tell them to tend some plants. Out of the 4 items, tobacco is the safest one to grow, as they won't explode. if they manage to keep 5-6 plants constantly running with fertilizer, you won't have much problem buying items. Make sure they have a designated duffel bag filled with storage containers for transporting massive amount of products.



Trash compactor
Made some list for excessive looting and hoarding in campaign.
Version: 0.15.x.x


Explosive on contact with water:
Li, Na, Mg, K (Most have uses. Store in Chemical /Explosive container, or most lockers too are now water tight. just not something like loose vents. Li is vital for Pulse laser extracted from batteries,, Na is base for UEX, extracted from Saline. Mg is basically a gunpowder for small firearms, K is mainly used for Compound-N.)




Better to hoard:
Min: 2 stacks Max: 4 stacks (6 if you want to be super safe)

Uranium: Nuke shell, fuel
Thoium: fuel
Titanium: Piercing coilgun ammo, Explosive coilgun ammo, Artifact Transport case
Lead: Normal coilgun ammo now use these. Also for fuel casing. and SMG mags.
Ammunition for small firearms: Hard to make, and useful in pinch.
Aqua Poppy and any Opioids: most damage treatment
Storage container can't have enough
Steel: Abundant yet important.



Medium amount
Up to 2 stacks (16 items)

Plastic: Can be used to make money. Useful, but not that needed.
FPGA circuit: Extract plastic, or you can make a few useful items. not that needed.
Aluminium: Make something first, if selling.
Alien metals: Fulgrium is for Battery, Physicorium is for ammunition, Oxygenite for nuke depth charge or liquid oxyenite tanks, Incendium for nuke Railgun shells. Dementonite is for most Talent-only, high tier item manufacture.
Saline: Can be decon'd to extract useful materials. Watch for water.
Explosives: don't keep too many to make the Cap'n nervous.




Process for Profit:

Ballistic Fiber: make Body armor for profit.
Flash powder: Flare bubble is over, but still sell decent.
Any tools that uses battery or tanks: Extract the power source, Decon for mats.
Artifacts: Nasonov near the engine, Thermal with someone else carrying fire extinguisher at all times. Keep rest in airlock and sell, or use. As of 0.15.x.x, Artifact Transport Case can suppress the effect of artifacts, EXCEPT THERMAL. if you want to benefit from Medic talent, i recommend keeping Sky as they are most managable even on loose.




Just sell as-is:

Si
Toxins and antitoxins Including Sulphric acid if you are not going Compound-N
whatever wiring materials
Most medicines except Opioids (more than a toolbox full of X = needless hoarding.)
Excess firearms (Cannot shoot without ammo, can you? some contain Titanium upon deconstruction.)
Eggs
Alien shinies(yellow, pretty ones. keep some for Key in ruins though)
Alien organs
Tanks and batteries: hoarding won't save your skin.




Don't bother picking up unless you absolutely need it:
Iron, Screwdriver, Wrench, Crowbar
C, Zn, Cu, Ca, Sn, Rubber, Organic fiber
Clown items




------------- Medical Guide -------------
The Trauma Kit (What to bring with you)
This would vary for each situations on each doctor. But Some of you Medical interns don't have idea where to start, and might want to have some idea what kind of kit the seasoned ship surgeon would carry around. so here is the list:


In your uniform:
  • 2 Morphine (+M).
  • 4 Plastiseal.
  • 4 Blood bag.

In your toolbelt:
  • 2 Opioids. At least one of them MUST be Morphine (+M), while other can be Fentanyl(+F).
  • 4 Plastiseal if available, or Bandage.
  • 4 Saline, or Blood bag if there are too many.
  • 4 Stabilozines(STA).
  • 1 Broad-spectrum Antibiotics(ABX) or Calyxanide (X mark + Biohazard).
  • 2 Diving masks. One for you, other for patient.

Highly recommend:
  • 1 more Morphine.
  • 1 Naloxone(/NARC).
  • 1 Anabolic Steroids(STER).

Optional
  • 1 Deusizine(DEUS).
  • 1 Liquid Oxygenite (O2G).

Stock on Medbay
  • Basically all of the must-haves should have around a stack(8) in the medbay.
  • A few Haloperidol(HAL),
  • Some Antirads.
  • all of the antitoxins, if you have some toxins on board for whatever reason.
  • Some Methamphetamine, Anabolic Steroids, along with Tonic liquid to boost venturing Security.


TL;DR, make your inventory look like this.
    (Alongside with this, MAKE SURE you have Medical HUD equipped, and one more Diving mask in your inventory.) This image above is old, but idea remains the same. just stack bandages, morphines, and blood bags in your head and you get your current result.
Triage Guideline on Europa (Emergency treatment protocol)
Never EVER trust "suggested treatment" thing on the healing screen!
Not only It will make your brain fixated to search for specific drug, which you NEVER should, It will also ♥♥♥♥ up patient even more. Mastering procedure is your best option.



Are you SURE you want to treat them?
→→→Nope→→→
Don't bother, duh
↓↓↓Yes↓↓↓
Are they unconscious?
→→→Nope→→→
Prioritize ones that are unconscious. if there aren't any, then treat them.
↓↓↓Yes↓↓↓
Do they have Health bar?
→→→Nope→→→
He's dead Jim( Unless he's holding space)
↓↓↓Yes↓↓↓
Is the health bar Depleted?
→→→Nope→→→
Prioritize ones that does
↓↓↓Yes↓↓↓
Are there multiple unconscious personnel?
→→→Yes→→→
Give STER on each patient. Prioritize ones that doesn't get back up.
↓↓↓Nope↓↓↓
[G]rab them. Are you two in water?
→→→Yes→→→
Put diving suit or diving mask on him, and continue
↓↓↓Nope↓↓↓
Start CPR. Are they constantly losing health?
→→→Yes→→→
Apply a dosage of Saline or Blood pack, and continue
↓↓↓Nope↓↓↓
Do they have ?
→→→Yes, and doesn't have treatment (ABX, X drug) on board→→→
Loot and throw outside of airlock, quick
↓↓↓Nope, or treatable↓↓↓
Do they have ?
→→→Yes→→→
That guy is possibly murdered. Slow toxin down with Stabilozine. Report poison name. Grab corresponding antitoxin if you think you can make it in time. (MINUS Paralysis,which can often come from Thalamus-Infested subs. in this case, see if they have burns all over or not. if they do, it is most likely done by enemy, not crew.)
↓↓↓Nope↓↓↓
Are they constantly losing health?
→→→Yes→→→
Apply a dosage of Saline or Blood pack, and continue
↓↓↓Yes↓↓↓
Check each body parts for . are there any?
→→→Yes→→→
Apply Plastiseal or bandage on each, then one more saline or blood pack.
↓↓↓Nope↓↓↓
Check each body parts for . are there any?
→→→Yes→→→
Apply Plastiseal or bandage on each. if it reappears, apply Antirad.
( If burn is not too bad on each oody parts, and patient is conscious, Use Morphine instead.)
↓↓↓Nope↓↓↓
Do they have any of: Lacerations, Bite wounds, Internal damage, Blunt Force Trauma, Gunshot wounds, or Organ Damage?
→→→Yes→→→
Apply Morphine. if they are unconcious, follow up with O2G, NARC, or STA.
↓↓↓Nope↓↓↓
Are they just ?
→→→Yes→→→
Tell them to get real. if they dont comply, you have right to experiment on them.




Medical check
There are "difficulty check" to the medicines in Barotrauma, just like TRPG. More high grade the medicine is, more likely the check will fail, causing you to waste 2x dosage, giving 2x negative effect, while granting only 1/2 of the positive effect on most drugs. This is why you Always should consult doctor to administer them, than doing it yourself unless you are in imminent danger of death. Doctors/ Captain also should be aware to NOT replace all the "basic drugs" in the supply cabinets to "better" ones just because they can afford to. Rest of the crew WILL fail the medical check, and ends up getting almost the same effect while wasting more credits.

There are certain, predetermined numbers for each of the Medicine. I will leave guideline for each:



Up to 20: Everyone can use them, no problem. Most of them doesn't even have side effects, and even when they do, chances are low enough and damage is minimal.

Up to 30: Security officers can administer these themselves, if doctors are too far away. Rest of the crew should refer to doctor or security officer.

Up to 40: Doctors should administer them. Rest of the crew should refer to doctor, unless the doctor is not available one reason or another.

Higher than 40: Even though there are LOTS of drugs fall into this category, only the godlike doctors who already went through making hundreds of drugs and more than handful of emergencies without themselves dying on campaign, will be able to safely administer them. All the other personnel, including doctors, should be well prepared for consequences when they fail. And trust me, they WILL fail.


NEVER use Syringe gun for healing purpose!
Shots given by Syringe gun are guaranteed to fail the Medical check! Even as medic, you will fail medical check for Morphine! Don' do it, unless there is no other way to heal that patient for whatever reason. It's basically for harming purpose.



NEW: DO swing around Syringes for healing purpose!
This one is entirely new topic to me, but apparently, you will always Succeed on medical check, as long as you apply by stabbing people with drugs, the same way you stab people with knives. Tested as Captain with 8 medical, Dual wielding infamous Antibiotic glue, onto numerous bots, dozens of times. You also don't have to grab people to apply medicine, saving both of you and the patient precious time to do other things.

Since you cannot "choose" where to apply it, Things like Bandage line are out of question for this( Except maybe 1-2 times when you are facing a Burned Man), and same goes for Saline line because you cannot swing it. As for ABX and O2G, you should try to avoid stabbing head and legs, since they cause Organ damage. This also doesn't apply to your own body, because you cannot stab your own toe without opening medical screen.


EDIT: They patched this as of 0.10.5.0. Bummer.
Catalog of (Most) Medicines (WIP)
DISCLAIMER
The numbers are taken directly from XML as of 0.16.7.0.

"Damage"
It refers to what used to be called "internal damage". lots of things fall in here: Lacerations, Bite wounds, Internal damage, Blunt Force Trauma, Gunshot wounds, Organ Damage, or Deep Tissue Injury. And they are adding even more as we speak. Basically, if your health gets lower than maximum, you often will get one of these. It also looks like the game counts them together as a whole, not individual. The purpose of this separation is to letting you understand what kind of source a crew got hurt from, potentially alerting the doctor of danger, including traitor/griefers.

Example A: Giving a dosage of opium to a patient with 3 burn, 10 lacerations, 10 organ damage => They will be healed completely.

Example B: Giving a dosage of opium to a patient with 30 burn, 15 lacerations, 20 organ damage => They will be left with 25 burn, and a total of 15 of either lacerations and/or organ damage.



Negative effects are in Bold.


As of v0.12.0.2, ALL Medical items are now single use.
(Page 1 - Bleeding, Burn, Damage)
Name
Bandage
Short name on Syringe
White rolls
Price
40
Medical check
10
Effects
5 Bleeding 6sec,
5 Burn 6sec
Total amount
30 Bleeding,
30 Burn
Notable effects on fail / success
On fail: -25% weaker instead of -50%
Comment
Bleeding kill people, so these should be available on every single supply cabinet along with Saline.



Name
Plastiseal
Short name on Syringe
Green-ish roll
Price
100
Medical check
22
Effects
10 Bleeding 5sec,
10 Burn 5sec
Total amount
50 Bleeding,
50 Burn
Notable effects on fail / success
On fail: -25% weaker instead of -50%
Comment
Basically better bandage. Doesn't have consequences, and can extract more usage out of normal bandage, even with fail at the cost of lil bit more money.



Name
Antibiotic Glue
Short name on Syringe
ANTIBIO
Price
140
Medical check
55
Effects
100 Bleeding 1sec,
100 Burn 1sec
Total amount
100 Bleeding,
100 Burn
Notable effects on fail / success
On fail: 75%effect , 1.25 Organ Damage 5sec (6.25 total)
Comment
Used to be useless crap. now? Better, But still useless crap. Problem? costs too much for what it does. Bandages and Plastiseals does the job WAY too better to leave any room for this thing that overuses ingredients. Verdict? either deconstruct to make more Calyxanide, or keep to make Deusizine/Endocrine Booster.



Name
Pomegrenade Extract
Short name on Syringe
Apple
Price
80
Medical check
20
Effects
0.25 Damage 25sec,
0.25 Burn 25sec,
25 Oxygen 1sec
Total amount
6.25 Damage,
6.25 Burn,
25 Oxygen
Notable effects on fail / success
N/A
Comment
latest addition to the Morphine line, it is a literal garbage. What were they thinking? 6.25 heal in total? that IS a joke indeed. I dunno, whoever in the right mind would NEVER use this piece of ♥♥♥♥. Just sell it to merchant and buy Opium, which is much cheaper. Or, load 3+ of these in a syringe gun and suffocate someone to death. Preferably the guy who was growing this crap and kept causing fire to your sub.



Name
Opium
Short name on Syringe
OPI
Price
40
Medical check
15
Effects
4 Damage 5sec,
1 Burn 5sec,
3 Withdrawal 5sec,
3.5 Oxygen 5sec,
1 Addiction 5sec,
1.75 Overdose 5sec
Total amount
20 Damage,
5 Burn,
15 Withdrawal,
17.5 Oxygen,
5 Addiction,
8.75 Overdose
Notable effects on fail / success
N/A
Comment
half the effect , twice the consequence of Morphine. I'd say that it would do come in handy on minor damage, but probably better to just sticking with morphine. Ideal situation would be to treat minor burn of Deusizine side effect or fire, but eh, at your discretion, I suppose, O' god of doctor AKA you. Very useful to shut crybabies up, humans or bots alike.



Name
Morphine
Short name on Syringe
+M
Price
100
Medical check
30
Effects
5 Damage 10sec,
0.1 Burn 10sec,
3 Withdrawal 10sec,
2 Oxygen 10sec,
0.5 Addiction 10sec,
1 Overdose 10sec
Total amount
50 Damage,
1 Burn,
30 Withdrawal,
20 Oxygen,
5 Addiction,
10 Overdose
Notable effects on fail / success
N/A
Comment
The go-to drug of Barotrauma. Most of the injuries can be cured with this. The Oxygen reduction effect is the cause of the blurry screen when you get a shot. great overall effect and handiness. But don't forget the Oxygen reduction effect: Use with extreme caution when you HAVE to injecting this to unconscious patient. As of 0.16.x.x, does next to NOTHING to burn anymore.



Name
Fentanyl
Short name on Syringe
+F
Price
250
Medical check
72
Effects
15 Damage 5sec,
1 Burn 5sec,
20 Withdrawal 5sec,
6 Oxygen 5sec,
1.5 Addiction 5sec,
4.5 Overdose 5sec
Total amount
75 Damage,
1 Burn,
100 Withdrawal,
30 Oxygen,
7.5 Addiction,
22.5 Overdose
Notable effects on fail / success
N/A
Comment
Use this thing as "aftersex contraception medicine against Abyss creatures" only. 50% more effect with twice the consequence compared to Morphine. It is simply too strong on most of the situations, because unless it is the said Moloch "incident", It is very rare to take that much damage without something else( namely blood loss) killing you outright. The extra ingredients( Ethanol and Adrenaline) are easy to come by if you venture outside of the sub a lot, so you could count those too to "thin out" the efficiency of handy Morphine. But since this thing requires high medical skill to be effective, and it is indeed one of the best way to kill others, do keep them in secure places and nowhere else. A psycho dual wielding this thing takes only a second to instakill anyone.



Name
Naloxone
Short name on Syringe
/ NARC
Price
160
Medical check
23
Effects
2 Withdrawal 30sec,
2 Addiction 30sec,
2 Overdose 30sec
Total amount
60 Withdrawal,
60 Addiction ,
60 Overdose
Notable effects on fail / success
N/A
Comment
While the effect takes slow, this can ease the effect of Opiate-related bad status (sadly, except Oxygen) without harming patient further. It is not something you want to rely onto, because this consumes Morphine itself to make, but should come in handy when you cause large overdose, especially with Fentanyl.


(Page 2 - Blood, O2, Husk)
Name
Alien blood
Short name on Syringe
Red, dirty bottle
Price
120
Medical check
40
Effects
8 Blood loss 15sec,
3 Phychosis 15sec
Total amount
120 Blood loss,
45 Phychosis
Notable effects on fail / success
N/A
Comment
Freshly acquired from various creature, these CAN be used in a pinch as blood loss treatment. Or can be used to cause a bad trip. My opinion? Just sell on outposts, as they sell rather well.



Name
Saline
Short name on Syringe
White bag with +
Price
50
Medical check
10
Effects
2.5 Blood loss 20sec
Total amount
50 Blood loss
Notable effects on fail / success
On fail: -25% effect instead of 50%
Comment
While the effect is slower than Blood pack, you can always use more if the patient is catastrophically bleeding. it is cheaper, and readily available. this is my go-to choice.



Name
Blood pack
Short name on Syringe
Red bag with +
Price
240
Medical check
35
Effects
8 Blood loss 15sec
Total amount
120 Blood loss
Notable effects on fail / success
N/A
Comment
Due to the change to Saline, I don't think there is much use to this anymore, not even to newbies. Deconstruct it to extract useful ingredients. On panic case, just use 3 Saline bags.



Name
Deusizine
Short name on Syringe
DEUS
Price
500
Medical check
72
Effects
3 Damage 20sec,
3 Oxygen 20sec,
2 Blood loss 20sec,
0.2 Burn 20sec
Total amount
60 Damage,
60 Oxygen,
40 Blood loss,
4 Burn
Notable effects on fail / success
N/A
Comment
The "cure-all" kind of drug. Since Stabilozine's role has changed (it used to be weaker Deusizine), Healing tons of damage without Opioid pulling leg and even gives lots of oxygen is great. It just requires too many good ingredients to make though. Its focus is less about cost efficiency, and more about giving doctors a chance to save patients they are otherwise would fail due to panic. The burn damage is as negligible as some underwater suntan. Combine with Blood pack or Saline to stabilize a patient without your attention to their bleeding/CPR for a little while you tend others. Handy combat stabilizer for PvP fights, too, aside from requiring 72 medical, thus unusable for most classes.



Name
Liquid Oxygenite
Short name on Syringe
O2G
Price
80
Medical check
72
Effects
1.65 Oxygen 60sec,
0.5 Damage 60sec
Total amount
99 Oxygen,
30 Damage
Notable effects on fail / success
On fail: 3x damage
Explodes if shaked too much, 30burn 2stun at core for 300 range
Comment
Another "more harm than good" drug. The organ damage is, while they indeed come slow, deal so much damage that you can down someone with just as efficient as poisons. Especially on fail it shines out, dealing 90 damage in total. I would recommend using it for other uses( Ingredients for Oxygenite Tank/ Deusizine). Explosion can be prevented by securing it in a toolbox or locker. Nevertheless, right now it is this drug or Deusizine if you are dealing with seriously ♥♥♥♥♥♥ up person, so better than nothing. This thing can become an improvised, 4 shot Grenade launcher if loaded into Syringe gun, so be advised.



Name
Broad - Spectrum Antibiotics
Short name on Syringe
ABX
Price
40
Medical check
25
Effects
0.5 Husk Infection 60sec,
600 Husk Resistance,
0.55 Damage 60sec
Total amount
30 Husk Infection,
600 Husk Resistance,
33 Damage
Notable effects on fail / success
N/A
Comment
Considering its availability and price, This thing actually worth taking. Husk Resistance part gives partial infection resistance if taken prior to contact, not after. but a total of 30 Husk infection reduction is okay if taken right after when you think you are infected. It only cures a little because it takes too long time to apply though. Cocktail both is an ideal, "almost" surefire way to get rid of Husk infection. But DO have a check-up after a minute. or get another shot of this. Husk infection is too much of a serious business that alone can be the downfall of the sub, so 33 damage is, while not something to laugh off, is a cost worth paying.



Name
Calyxanide
Short name on Syringe
X on biohazard symbol
Price
250
Medical check
38
Effects
100 Husk Infection 1sec
Total amount
100 Husk Infection
Notable effects on fail / success
-40% effectiveness (-60% infection)
Comment
The Zombie killer. Husk infection is serious business because it is common in Europan ruins. And sometimes in wrecks and other places too. But with a stockpile of these, and maybe Security + Doctor tag team, It shouldn't be a problem. very expensive drug, but you can get Calyx eggs from dead husks.



Name
Haloperidol
Short name on Syringe
HAL
Price
130
Medical check
37
Effects
100 Psychosis 1sec,
100 Hallucination 1sec
Total amount
100 Psychosis,
100 Hallucination
Notable effects on fail / success
On fail: only 25% effect
Comment
Security officer's secret friend. Removes all kinds of annoying psychosis effect with one shot, which is common after using combat drugs, or bringing back Psychosis Artifact. Remember that Lithium is the core ingredient, and it can be extracted from small batteries. Rest should be easier to acquire.


(Page 3 - Combat drugs, misc.)
Name
Tonic Liquid
Short name on Syringe
TONIC
Price
75
Medical check
5
Effects
0.1 Damage 120sec,
300 Slow Metabolism
Total amount
12 Damage,
300 Slow Metabolism
Notable effects on fail / success
N/A
Comment
This thing makes the effects of combat drugs last longer. Administer this first if you are expecting long expedition, like faraway Ruins. Forget about the healing effect part, it is a joke and complete waste of resource.



Name
Methamphetamine
Short name on Syringe
METH
Price
30
Medical check
35
Effects
3 Oxygen 30sec,
0.75 Stun 30sec,
3 chem withdrawal 30sec,
420 Haste,
0.5 Chem addiction 30sec,
0.5 Organ Damage 30sec,
Total amount
90 Oxygen,
22.5 Stun,
90 chem withdrawal,
420 Haste,
15 Chem addiction,
15 Organ Damage
Notable effects on fail / success
N/A
Comment
The Meth Makes you Sanic. You can run and swim very fast for a while( around +50% speed bonus initially, which fades over time). The stun reduction also reduces overall stun duraion by around 40%. Quite handy for combat and salvage operations, so PLEASE don't use these all up for party purpose, okay?



Name
Anabolic Steroids
Short name on Syringe
STER
Price
350
Medical check
35
Effects
0.2 Oxygen 60sec,
1.5 Chem Withdrawal 60sec,
420 Vigor,
0.25 Chem addiction 60sec,
Total amount
12 Oxygen,
75 Chem Withdrawal,
420 Vigor,
15 Chem addiction
[/td]
Notable effects on fail / success
N/A
Comment
The dual purpose drug, this one. A hidden gem for seasoned sub surgeon.

The first effect is obvious - giving you incoming Damage reduction( halves them initially, decays over time). It only works on "damage" that can be cured by Morphine, though( refer to the top of drug list for details). The damage also stays in your body, so when the effect starts to fade, you might actually pass out due to that. Think this as a sort of "max health booster for short amount of time".

~~Second part though, is more welcoming to doctors - It also works on already existing damages! Considering the fact that other methods can give patient more harm (Deusizine takes too much time, Opioids sucks way oxygen, Liquid Oxygenite deals organ damage), giving patient "only" phychosis, works immediately, AND giving a little bit of oxygen, is quite a welcoming one indeed. Use only on emergency treatment, and keep haloperidol handy for later.~~ they REMOVED this part. as of 0.16.x.x. sad.



Name
Hyperzine
Short name on Syringe
HYPE
Uses
450
Medical check
50
Effects
0.2 Damage 60sec,
0.25 Oxygen 60sec,
0.9 Stun 60sec,
400 Haste,
400 Vigor,
1.5 Chem Addiction 60sec,
0.3 Chem Addiction 60sec
Total amount
12 Damage ,
15 Oxygen,
54 Stun,
400 Haste,
400 Vigor,
90 Chem Addiction,
0.3 Chem Addiction 60sec
Notable effects on fail / success
N/A
Comment
The "Best ♥♥♥♥" on Barotrauma. Even though slightly weaker, this stuff gives you both effect from Steroid and Meth simultaneously, while halving the addiction. The Initial Stun "resist/cure" is pretty good as well. It's difficult to get that part of effect, while trying not to waste the precious shots of these. Use them wisely.



Name
Stabilozine
Short name on Syringe
STA
Uses
2
Medical check
20
Effects
1 "Toxin" 30sec
Total amount
30 "Toxin"
Notable effects on fail / success
N/A
Comment
This recently got DRASTIC change. It used to cure a bit of internal damage and Low oxygen. it now slows down the process of toxin for short time. Since you won't be able to carry around the whole lot of the antitoxins, this still should come in handy as-is. It just got a little bit more situational, and on other occasion. Still a must-have.

UPDATE: as of 0.10.4.0, I think I found an earth-shattering discovery. It actually CURES most toxins, and not just slow down. Although you need multiple dosage on the patient in very quick succession, and preferably as fast as possible. Radiation poisoning from either Reactor or Radiotoxin can be cured with a minimum of 1 dosage. Cyanide requires 2 dosage. Sufforin, Deliriumine, and Morbusine needs 2 to stop it, 3 or more to cure it. You need Health scanner HUD to tell if the patient is completely cured or not, but since it has no side effect, you can just shove in 4 dosage at once on yourself to get rid of it. DO note that it's gonna use whole lot of your stock, and you need it to make the antitoxins to counter them more efficiently.



Name
Adrenaline
Short name on Syringe
ADR
Price
60
Medical check
N/A
Effects
N/A
Total amount
N/A
Notable effects on fail / success
N/A
Comment
There is no usage for this, other than being ingredient for Fentanyl, but Devs said they intend to add effects, so keep that in mind, myself included. STILL no usage as of 0.16.x.x.



Name
Sufforin/
Cyanide/
Morbusine Antidote
Short name on Syringe
/SUF
/CN
/MOB
Price
125/125/350
Medical check
5
Effects
-100 Corresponding Toxin 1sec
Total amount
-100 Corresponding Toxin
Notable effects on fail / success
On fail:
-1 Corresponding Toxin 30sec
Comment
These antitoxins all work in similar way. To save someone from these poisoning, you must succeed on the medical check.



------------- Security Guide -------------
How to get out of the sub, do your job, and get back safely. Alone.
This section will cover about what to bring in order to venture out of the Sub.

Must have:
  • 2 Morphine (M+) or Fentanyl(F+).
  • 4 Plastiseal or Bandage.
  • 2 Saline, or Blood bag .
  • 1 Broad-spectrum Antibiotics(ABX) or Calyxanide (X drug).
  • 1 Underwater Scooter.
  • 1 Handheld Sonar.
  • 1 Weapon (details later).
  • 3 Oxygen tanks. If Oxygenite Tanks are available, replace 2 of them.

Highly recommend:
  • 1 Flashlight or Flare.
  • 1 Anabolic Steroids.

Optional
  • 1 Detonator with C-4 or Compound N, 1 wire, 1 button, and 1 screwdriver for demolition.
  • 1 Sonar Beacon (if multiplayer)
  • Consult Doctor for a Cocktail of Tonic Liquid + Anabolic Steroid + Methamphetamine injected
    by them (and not by you) BEFORE going out, if you are 100% sure that it will be a perilous one way ticket to hell. And make a reservation of Haloperidol(HAL) beforehand, IN CASE you get back.


Weapons Catalogue
Screwdriver
  • One handed
  • Available for pretty much everyone
  • super short range
  • 5 Lacerations, 2 Bleeding, 0.2 Stun


Wrench
  • One handed
  • Available for pretty much everyone
  • super short range
  • 4 Blunt Force Trauma, 0.2 Stun


Crowbar
  • Two handed
  • Available for mostly Mechanic
  • short range
  • 8 Blunt Force Trauma, 0.5 Stun


Storage Container
  • One handed
  • Available for anyone
  • short range
  • 2 Blunt Force Trauma, 0.2 Stun


Diving Knife
  • One handed
  • Can be made with just Iron, and in 60 seconds even without Weapons 30
  • short range
  • 10 Lacerations, 10 Bleeding, 0.2 Stun


Stun Baton
  • One handed
  • Can be made with Steel + Plastic, and in 60 seconds even without Weapons 30
  • Can out-range Creatures and humans with melee
  • 4 Blunt Force Trauma, 0.2 Stun
  • If Battery cell is in, uses 25% charge(4 use), and stuns for 15sec on small creature
  • If Fulgrium Battery cell is in, uses 15% charge(7 use), and stuns for 30sec on medium creature
  • As of v0.12.0.3, It takes 3 consecutive hits to stun anything. Use Stun gun first, then baton. so they stay on the floor longer.

Harpoon Gun
  • Two handed
  • Can be made with Steel + Plastic, and in 100 seconds even without Weapons 30
  • Has travel time
  • Ammo can be made with Steel, holds 6 shots
  • Ammo cannot be stored in Toolbelt, But is stackablr as of 0.12.0.3
  • Ammo can be picked up back and reused (Except Exploding harpoon)
  • With Normal Harpoon, 30 Lacerations, 30 Bleeding, 0.25 Stun
  • With Physicorium Harpoon, 50 Lacerations, 30 Bleeding, 0.25 Stun
  • With Explosive Harpoon, 10 Lacerations, 0.25 Stun, then additional 40 Lacerations, 50 Bleeding, 1 Stun on range of 200.

Stun gun
  • One handed
  • Can hold 2 shots now as of v0.12.0.3.
  • 1 Laceration, 10 Stun
  • Instant stun is King in this game. Combine with Stun baton for maximum effect.
  • Ammunition can be made, but not exactly spam friendly

Revolver
  • One handed
  • Captain and Security can spawn with one
  • 30 Gunshot Wounds, 40 Bleeding, 0.4 Stun
  • Ammo cannot be made, holds 6 shots, stackable
  • Gun itself and its ammo can be stored in Toolbelt

Alien pistol
  • One handed
  • holds 20 "shots" per Alien power cell
  • Rather low damage that is not exactly clear how much
  • Doesnt do anything against most Europan lifeforms

Riot Shotgun
  • Two handed
  • Fires 8 pellets
  • Each pellet does 8 Gunshot Wounds, 6 Bleeding, 0.2 Stun
  • In total, does 64 Gunshot Wounds, 48 Bleeding, 1.6 Stun
  • Ammo cannot be made, holds 6 shots, stackable.
  • Gun itself CANNOT be stored in Toolbelt
  • Ammo can be stored in Toolbox
  • Requires High weapons skill

SMG
  • Two handed
  • Each bullet does 15 Gunshot Wounds, 15 Bleeding, 0.125 Stun
  • Ammo cannot be made, holds 20 shots per Mag, and CANNOT be stacked.
  • Gun itself and its mags can be stored in Toolbox
  • Requires High weapons skill
  • Remember, short controlled bursts.

Flamer
  • Two handed
  • Each hit does 1.25 Burn
  • Uses Weldign Fuel Tank as ammo, consumes it rather fast pace
  • Flamer itself can be stored in toolbelt
  • Does NOT work underwater
  • Can cause fire

Grenade Launcher
  • Two handed
  • HIgh damage, Has travel time, has long stun
  • Ammo can be made, but very expensive
  • Gun itself CANNOT be stored in Toolbelt
  • Grenade rounds can now be stored in Toolbelt, and now stackable.
  • Requires High weapons skill
  • Holds only 1 round

Ancient Weapon
  • Two handed
  • Uses Alien power cell rather quickly
  • Rather high damage that is not exactly clear how much
  • Doesn't do anything against most Europan lifeforms

Uniques
You can find these from Wreck cabinets. low chance though.
  • Europan Handshake deals Morbusine poisoning on attack.
  • Boom Stick only holds 2 shots, but can be fired almost instantly.
  • Deadeye carbine is much more accurate, at the cost of low firerate.
  • Ahab's spear deals 70 laceration, 50 bleeding, and 3 stun.
  • prototype Steam Cannon does not cause fire, and works underwater.




Recommened Weapon Combination

Stun and Spank
  • 1 Stun Rod and 2 Diving Knives
  • Stun the enemy with Stun rod once, then swap to dual wield Knives
  • Minimal cost with capability to 1on1 pretty much anything
  • Doesnt work if there are many (3+)
  • Keep a few loaded SMGs in toolboxes as backup. Or a Grenade Launcher with Stun round.
  • Recommended for experienced Security officers

Support fire
  • 1 Stun Rod and 2+ Harpoon guns
  • Harpoon away from afar, Stun if anything gets too close
  • Minimal cost with good punch
  • Reload is very tedious, OR very cost inefficient if you don't do scavenge
  • Recommended for Medical doctor backing up Security Officer as group

GAME OVER MAN! GAME OVER!
  • 1 Stun Rod and 2 SMG or 2 Riot shotgun
  • Shoot away from afar, Stun if anything gets too close
  • Keep a few loaded SMGs and shells in toolboxes as backup
  • High consumption rate of hard-to-restock Items, but nontheless "safe"
  • Recommended for starters
Big guns and Big boombooms (External weapons)
This section is WIP.



The Coilgun

Coilgun will be your best friend when it comes to killing creatures.

Coilgun has skill level requirement. more Weapons skill you have, Faster rotation and less shaking after rotation. Caps at 50 Weapons. It also has Travel time, so leading target is the key. if you can't hit something, try to spray around a little. wasting bullets is better than dealing no damage.


Numbers and stuff:
  • Normal Coilgun ammo does 15 laceration and 1 Bleeding on each shots, with 0.5 limb sever chance, along with 10 structure and 10 item damage. Holds 200 rounds per case. Total damage per case is 3000 Lacerations and 200 bleeding.

  • Piercing Coilgun ammo does 8 laceration and 1.5 Bleeding on each shots, with 0.5 limb sever chance, along with 10 structure and 10 item damage. Has unique capability of penetrating up to 2 targets, effectively tripling the damage output on larger targets. Holds 150 rounds per case. Total damage per case is 3600 Lacerations and 675 bleeding, assuming all penetration hits something, which quite often occurs, even on smaller targets.

  • Physicorium Coilgun ammo does 28 laceration and 1 Bleeding on each shots, with 0.5 limb sever chance, along with 10 structure and 10 item damage. Has unique stun of 2 seconds (20% chance per round.) Holds 200 rounds per case. Total damage per case is 5600 Lacerations and 200 bleeding.

  • Exploding Coilgun ammo does 8 laceration and 1 Bleeding on each shots, with 0.5 limb sever chance, along with 10 structure and 10 item damage. On contact it explodes, doing additional 40 burn and 2 bleeding explosion to 300 radius, with 5 structure damage and 10 item damage. Holds ONLY 75 rounds per case. Total damage per case is 600 laceration, 3000 burn and 225 bleeding.


Which ammo should I use for Coilgun?

Normal rounds: Quite cheap, and damage is okay. There were so much difference between the rounds, but since they are normalized, This round became more viable as a result.

Piercing rounds: Moderate-high cost, decent damage. Just ignore the penetration part unless you are shooting as tiny as Spineling being hit from broad side, as you can almost always deal full damage to even crawlers. considering availability, its a decent step up from normal rounds.

Physicorium rounds: Expensive Marks wise, but deals a lot of damage, with case per rounds aplenty. You can get so much Physicorium over the course of campaign run, assuming you are gonna stock them up. Great go-to "OH ♥♥♥♥" round.

Exploding rounds: Insanely high cost, very high damage AoE. Utilize the explosive effect to massacre a swarm, namely crawlers, OR utilize its super high DPS to combat abyss creature. In any case, MAKE YOUR SHOT COUNT, as it ONLY contains less than half ammunition compared to others. NEVER ever waste any, or your quartermaster will do worse things than straight up murdering you.





The Railgun

The Railgun had been, honestly, Such a lackluster compared to Coilgun. BUT NOT ANYMORE! As of 0.14.6.0, they got significant buff, meanwhile coilgun got technically nerfed withe the addition of requiring lead, making normal railgun shells the cheapest ammunition. it still chews through materials, so it is ill advised to have multiple railguns on campaign. Ideally, it should share its angle with other gun, hopefully a coilgun.

  • Normal Railgun shell does 250 laceration, 50 Bleeding, and 15 Stun. It does 55 damage to buildings as well. This is almost the equivalent of 17 normal coilgun shots. Be mindful that while these have good Bleeding damage, most Europan fauna either never bleeds, or have INSANE amount of healing factor. the stun should be quite helpful dealing with anything up to Moloch, whom got particular weakness to it (Railgun to their "head" shell always removes part of it, making it defenseless against other sub weaponry.) it will struggle against bigger fish like Charybdis and Endworm, so make sure you got your nukes and C-4 / Compound-N handy.

  • Canister shell shoots 11 pellets, each pellets dealing 70 gunshot wounds, 3 Bleeding, and 2 Stun per pellet. Also deals 15 structure damage. Considering how much lead is technically hard to acquire, albeit cheap, a total of 770 raw damage is something. But still

  • Physicorium Railgun shell does 800 laceration, 50 Bleeding, and 15 Stun. Also deals 200 structure damage. this means almost 3x the strength of normal rounds. and form my experience, Physicorium is fairly common compared to other alien metal, assuming you actually pick up all of them. great ammunition for bigger fish as backup of the Nuclear rounds.

  • Nuclear Railgun shell does 250 laceration, 50 Bleeding, and 15 Stun on impact, then 300 Burn, 600 Deep tissue injury, 100 Radiation poisoning, and 20 Stun in its nuclear blast radius of 1000. it also deals 75 structure damage on impact point, and 1000 as nuclear explosion. These are VERY expensive, requiring IC-4 to fabricate, which requires Incendium and C-4, and so on, sitting on complicated fabrication process and alien metal. Worth the cost? Abso-♥♥♥♥♥♥♥-lutely, since it can decapitate endworm and make that bastard bleed to death. aim for the head, and don't miss.


The Railgun can hold one item in its shell, and it applies onto victim upon impact. On normal occasion, you should load it with explosives, but there are other oddities you could choose as well.
  • UEX is cheap and readily available, but you can make damage better very easily.

  • C-4 is Ideal for Sub vs Sub situations, and can be bread and butter for Railgun rounds, due to the availability of plastics from Wrecks.

  • IC-4 sets things on fire, but not exactly helpful in Railgun shells, for obvious reason.

  • Compound-N deals most damage against Creatures.

  • Hand Grenade deals close damage to C-4, and all you need is UEX and iron. Also it does almost no Structure damage, so Don't worry about collateral damage too much.

  • Poisons like Morbusine can be shot into large creature with Railgun. Takes long time to kill, larger targets needs multiple dosage to be effective, and absurdly cost inefficient, but you can nevertheless.

  • You can also heal creatures If you shoot them with Morphine-loaded Railgun shell. Why would you do that? Just because you can, of course.

  • Railgun can be a godsend to Traitors/ Griefers, since you can load it with toolboxes. Is your task "get rid of oxygen mask", but you cannot get close to Airlock/ deconstructor without getting attention? No problem! Put them into toolbox, load it into railgun, and fire it away! It is near impossible to retrieve anything disposed by this method.

You can retrieve the Railgun shells, whether it is exploded or not. You can even get Nuke shells back, assuming you find it and carry it back without scooter. You can't anymore as of 0.10.4.0. How sad.


Big guns 2
The Discharge Coil
Discharge Coil is more of a defensive/ support role of the sub arsenal. Normally, it spreads along with the outer hull of the sub, dealing 10 burn and 8 stun. Since the travel distance is not THAT great( 10m-ish on each side, and gets blocked by airlocks), they normally are sitting on crucial blind spots of the sub. Captain and Security are encouraged to check where exactly the coils are located, and try to Spank with coilgun after the stun as much as possible.



The Depth Charge
Now this is something a bit odd compared to others. There are basically 2 variants: Normal depth charge, which is near impossible to hit anything else than Enemy sub and Endworm, And Decoy shell, which needs a simple trick to utilize it. Make sure to turn off Sonar before launching Decoy, and you will be able to run away from almost everything. The Decoys are cheap to make as well. Deconstruct a few scraps from Wreck, make a sonar beacon and boom. Contrary to popular belief, you don't need to load decoy with Battery cells to make it functional. Don't waste it. Also, normal Depth charges only deals 10 Blunt force trauma when it lands, so MAKE SURE you load explosives of your choice into it, should you use it for combat.



The Pulse Laser
A new addition to the sub weaponry, Pulse laser is, in practice, something in between Coilgun and Railgun, yet completely different. Since its powered with Alien blood and Lithium = no material overlap, they can be used to prolong the lifespan of your stronger coilgun cases. Oh and also, it's quite shiny and powerful. Not for everyone, since it has charging delay, then instant attack.

  • Pulse laser ammo box has 45 charges, and deals 40 burn damage and 0.4 stun on target , along with 25 on both structure and 25 items. After that, it detonates on 150 blast size, dealing up to 30 Deep tissue injury and 30 burn, along with 25 structure/burn damage again. in short, it deals 70 Burn+ 30 DTI on total. which means, it deals 4500 total damage per case. While it doesn't deal bleeding damage, this is perfect for both bigger and smaller targets in Europan sea. DPS is quit good as well. Just make sure they lands.

  • Tri laser ammo box has 29 charges, and shoots 3 laser in angle, each dealing 33 burn damage and 0.2 stun, along with 15 of item/structure damage. after that, each beam detonates on target, dealing 25 DTI and 25 burn, with again 15 item/Structure damage. Total damage is 83 per 3 laser bolts. Total damage is 7221 assuming you land every single laser, but it won't be possible on smaller targets. Nevertheless, You can turn your Fulgrium battery cell for external ammunition using this, which can't be bad option when you are cornered deeper in the depth, combined with INSANE DPS.



The Chain gun
Another new addition to the sub weaponry, Chain gun is, while dishing out good bullet stortm, it is horrible when it comes to the ammunition cost and damage. It is ill advised to replace to it from usual coilgun just because it sounds more powerful.

Chaingun ammo box has 150 rounds, and deals 16 gunshot wounds, 4 bleeding, while dealing 12 Structure/item damage. Total damage per case is 2400 gunshot wounds. Yes the DPS is better, but considering the availability of the material needed to make this crate (lead+TiAl alloy), the hit on the total damage department is unacceptable.

Physicorium Chaingun ammo box has 150 rounds, and deals 24 gunshot wounds, 4 bleeding, and 10% chance of 2 stun, while dealing 18 Structure/item damage. Total damage per case is 3600 gunshot wounds. Oh, and this uses Physicorium AND TiAl Alloy. Too damn expensive for such a small damage.
The Hot Potatoes (Explosives)
Name
Explosive radius
Structure/Item damage
Creature damage
Stability(WIP)
Comment
UEX
800
150 Structure,
1000 Item
100 Burn,
50 laceration,
5 stun
Normal
Readily available, cheap price, moderate damage. Radius is big too.
C-4 Block
500
250 Structure,
1000 item
150 Burn,
75 laceration,
5 stun
Stable
Still easy to make, better damage, great against Sub/ Ruin traps.
Compound-N
600
150 Structure,
1000 Item
200 Burn,
50 laceration,
5 stun
WARNING: can be blown up with a fire.
Doctors' Secret Recipe. Potassium is pain to keep safe because it explodes on contact with water, but for making this thing, it's worth the effort.
Volatile
Compound-N
600
150 Structure,
1000 Item
200 Burn,
50 laceration,
5 stun
Chemically
TImed
Bomb
No, it doesn't do any more damage. And the moment you make this, it starts decaying. when the bar gets depleted, it explodes, without ANY kind of input. The pocket aces for doctor traitor. By default, this take 0.35% damage per second = explodes in 285.7 second after created.
IC-4 Block
500
50 Structure,
500 Item
250 Burn,
75 laceration,
5 stun
WARNING: can be blown up with a fire.
As of 0.10.5.0, they buffed the total damage of this thing all the way to the king of explosive (325) for whatever reason. Maybe because it was garbage, and it still is, because it cannot destroy structure very well. Good for Traitors maybe, but normally you wont have luxury making this thing. Use if available in the armory, i guess.
Nitroglycerin
600
100 Structure,
1000 Item
50 Burn,
50 laceration,
5 stun
Treat
like
Pope
The damage was nerfed heavily on 0.10.5.0, so it is now just a party grenade. Well, at least you can survive from mishaps, but you wont survive an attack of clown loaded his pants with these.
Oxygenite shard
600
400 Structure
300 laceration,
5 stun
Treat
like
Pope
Technically yes, these are not "explosive" per se. But with enough shock, this can cause more than enough problem to call it as one. Whenever you get one from Artifact or something, make sure you get to see them processed to something more stable products (Oxygenite tank, Deusizine), or being kept safe, and not being tossed around. These also provides generous amount of Oxygen, enough to support some people, or large ball of flame.
Frag grenade
600
10 structure
,500 item
180 Deep tissue injury,
80 bleeding,
5 stun
3 sec fuse
A rather simple hand grenade, that really looks like M2 pineapple (despite the fact that those bumps on surface is proven to do nothing to increase fragmentation effect). Boosts the damage against soft targets with just an addition of iron to UEX, while making it do almost nothing to the structure, making it "almost" safe to toss around in the sub (mind those O2 / fuel tanks!). The fuse is ignored if you shoot within a railgun shell, so this is definitely a good upgrade to bother for the sake of being able to shoot point-blank.
Stun grenade
500
N/A
5 Deep tissue injury,
25 stun
3 sec fuse
when a "party" has gone too far, toss one in the middle of it, and bring order to the chaos. Whether the party-goers are humans, clowns, and/or europan natives, this thing should give you ample time. Mind the fuse, though.
EMP grenade
500
N/A
5 Deep tissue injury,
1 stun
3 sec fuse
This destroys any kind of machinery that is susceptible of EMP in large area. tossing one in electrical should always cause sub-wide blackout. Great for both Traitor and PvP. Note that Nuclear reactors are normally immune to this.
Incendium grenade
500
200 item
5 Deep tissue injury,
100 burn,
25 stun
3 sec fuse
Griefers' #1 favorite. Made from Incendium and just an iron, this causes huge flame, along with large amount of stun that, if you ever get caught in the initial explosion, you will have almost no chance of survival than being burned alive. Incredibly dangerous grenade to keep around, as even one would generate large enough chaos for diversion. Keep it in captain-only locker, or toss it away. There is enough reason to keep it for ballast flora, though.
40mm Frag grenade
250
10 structure
,500 item
80 Deep tissue injury,
40 bleeding,
5 stun
Grenade launcher use
Grenade rounds, tuned for Grenade launcher. Deals only 1/2 damage of the 3sec fuse brother. At least, you can blast target much easier and safer.
40mm Stun grenade
300
N/A
5 Deep tissue injury,
15 stun
Grenade launcher use
Non-lethal, riot rounds for grenade launcher. Stun is shorter, and smaller, but much more controllable. also alsmot hitscan.







List of Artifacts
Whenever you find artifact, Make sure you check the name of Artifact by hovering cursor over it. Report to Captain what kind of artifact is, and MAKE SURE the whole sub is ready to recieve it.

Name
Effect
Countermeasure
Loot
Note
Thermal
Burns everything around it, if not in water
Keep it in airlock. If you want to deconstruct, flood everywhere up until Deconstructor. Consider Plasma cutting from hull right into Engineering, while making sure nobody gets in to Engineering until it is done. Can be placed in ballast rather safely to deter Ballast flora, but this can backfire.
1x Steel Bar, 3x Incendium Steel bar
Incendium really doesn't have much use, and it is too dangerous to process. Better not bother with the artifact altogether, if not in mission.
Sky
Sucks away Oxygen from the room it is within
Keep it in airlock. If you want to deconstruct, wear Oxygen mask, close doors as much as possible before bringing it in.
1x Steel Bar, 3x Oxygenite Shard (which turns into 6x Liquid Oxygenite total)
Super useful loot. Liquid Oxygenites are useful themselves, can make Oxygeite tanks, and can be deconstructed to gain Stabilozine and Tonic liquid, both of them are handy in many ways.
Nasonov
Attracts Enemies
Can be kept anywhere. Be ready for encounters from the moment you pick it up. Warn sub to man the guns, and tell Captain to hug the Sonar 24/7. Can be placed in Engine room to make creatures commit sudoku.
1x Steel Bar, 3x Physicorium Bar
Risky, but rewarding when deconstructed. Better ammo for everything!
Faraday
EMP burst on medium interval.
Keep it away from machinery. EMP radius is rather small though. Best place will be Crew Quarters if your sub does have one. If you want to deconstruct, keep fixing the Deconstructor until it is done.
1x Steel Bar, 3x Fulgrium Bar
Minimal risk with nice reward. Fulgrium battery is great for Campaign. While fuel also will be handy, They eventually expire, unlike battery which you can recharge.
Psychosis
Gives everyone nearby Psychosis over time
Keep it away from personnel. Phychosis radius is rather small though. Best place will be Armory if your sub does have one. If you want to deconstruct, just throw it in the machine and stay away until done.
1x Steel Bar, 3x Dementonite Bar
Dementonite Bar has no use outside of making poison and its antidotes. don't bother unless Mission. Best to keep away from talkative people, otherwise it would cause slow panic.


Patch note
As of 0.11.0.9, Thermal artifact has been "nerfed". It now only catches fire periodically (every 10-20 sec, like Faraday does its EMP), instead of being fireball 24/7. So it is now viable to actually even sell the Thermal artifact to merchant. it is simply done by:
  1. Remove anything that has tank from your inventory ( toolbelt contents is "safe" atm)
  2. Remove any tank that are on wall / containers alongside the wall.
  3. Keep some bots ordered to extinguish fire, or have someone else ready to do that for you.
  4. RUN FOR IT, and sell as fast as possible.
Did a few times myself, no casualties so far.
Going Indiana Jones (Ruins)
So, you decided to loot ruins? good. Try not to die.



Overview


Ruin is made of a few rooms, connected with corridors and doors. They often have residents inside (higher difficulty spawns stronger, nastier bunch of enemies). They also have some alien chests and artifact holders, which sometimes contain really good stuff. It shows up as rectangular, very bright thing on sonar.

UPDATE: Among The Ancients update (0.15.x.x) overhauled the ruins, and it became arguably more dangerous while harder to navigate. Do not underestimate it. Some Images here might be old, but you will get the point.




Entry Method

There are 3 ways to enter a ruin.

1. Be a normie and look for the entrance door (1). There will be at least 1 "intended" entrance per ruin, and there always will be a small yellow artifact to help you navigate the ruins.

2. Alternatively, there are a few vents jotting out to the ocean(2~4). there won't be ez keys for you, but you can still enter nonetheless.

3. Be an intellectual and look for thick wall, and cut the thin wall connected to the thick wall(5). This will lead you directly into the artifact room. Works really well if you came here for objective, and you can pinpoint it using the handheld sonar.


Close-up for entry point.







Ruin stuffs




1. Walls
1: Thin wall. this is usually used for corridors. Look for this one for entry.

2: Medium wall. These are used for rooms. almost has double the toughness than thin wall.

3. Heavy wall. There are usually 2 heavy wall rooms, one of them being the Artifact room, which
usually located at the opposite side of the entrance. these have infinite strength, so even dozens of nuke shells won't scratch it.



2.Small doodads
(left to right)
1. Alien panels. You need to insert one of the 3 yellow alien trinkets to use these. Some of these things are already filled with trinkets, which are free to loot. Some can be blocked by black wire posing as trash, but as of 0.15.x.x, you can just swap item slots to remove these. After putting Trinkets, press BOTH green and red buttons. Why? because some machines you need to press RED, while other needs to press GREEN to switch them off. And most of the machines won't reactivate anyway.

2. Alien motion sensors. don't get too close to these, or you will trigger trap, possibly the coils nearby.

3. Alien buttons. Comes in a group of 3, and opens/closes a set of 3 doors nearby. seems rather randomly wired. just check both 2 passageways to see if they are open each time you press 1 button.

4. Alien vents. Emits either Phycosis green gas, or some Swarm feeders. try not to get too close.



3.Large doodads
(Left to right)
1.Guardian pod. Heals guardians. Destroy them as soon as possible, by using alien panels nearby. Detonates a bit, so try to distance yourself as much as possible.

2. Gravity Sphere. Sucks you towards it, and damages you when you are too close to it. Archenemy of whoever entered ruins with Abyss suit. You still should be able to get out of its reach with Diving scooters though. There will be Alien panels to shut it down.

3. Alien Discharge coil. Usually triggered by Alien motion sensors, and electrifies walls and you close by, similar behavior to the Submarine discharge coil. You can shut it down with Alien panels nearby.



4.Doors
Some of the doors are shielded, and cannot be opened by breaking. you will be able to open it using Alien panels that are connected.


5.Containers
Alien chests are sometimes well hidden , be it by algae or other terrain. Be on the lookout.
Incubation chambers can contain Unidentified genetic materials.


6.Loots
Artifact Transport case lets you carry 1 artifact per case into your inventory, and suppresses their effects, EXCEPT THERMAL. Since they got their corresponding visuals, be sure to check what you and your crewmates looted, and contain accordingly.

Alien trinkets have 3 different-looking ones, but aside from what they deconstruct into, they have the same usage of being the key to the ruins. Keep some of the cubic one, as they are most useless imo (Deconstructs into Oxygenite shards),



Tips for Ruins
1. Oxygen really is a nonexistent commodity in Ruins. Make sure to bring enough in order to conduct a full search. On the other hand, one reserve bottle should be enough if you came for just the artifact.
2. There aren't too many loot in the ruins, even if you do search all. Except if you bring an archaeologist Medic.
3. Half of the ruins are devoid of water. Don't go into a non-water filled room, especially NEVER fall into one. You might end up finding a bunch of Mudraptor mates in the bottom, and no method to run.
4. Open up more holes in the wall to fill the rooms faster.
5. You can Grab a person holding an artifact, while you use the Underwater scooter. This is the fastest way to transport the artifact, when you forgot (or short on) Artifact Transport cases. Alternatively, you can use Methamphetamine while using Oxygenite tank to swim insanely fast.








Going S.T.A.L.K.E.R. (Wrecks and Thalamus)
For whatever reason, your sorry captain decided to throw you into (probably) Thalamus-Infested Ship. Or you are treasure hunter wannabe. Good news: It has 50:50 chance to be a just free loot, and it is arguably easier to deal with than Ruins. Bad news: Every single bots and less experienced people on board will die when things go bad.

What to bring as extra supply
  • 1 Anapralyzant.
  • 1 Duffel bag (preferably) or crate filled with Storage container Toolbelt, with lit sonar beacon inside.

Checking Procedure to see if there is Thalamus or not

1. First and foremost, Keep your distance between the wreck and your sub. you can get close as much around 60 meters (this is almost half the radius of the sonar when the zoom is all the way out).

2. Approach to the sub cautiously to the said 60 meters mark. If you do get ♥♥♥♥♥♥♥ it up by getting too close, and hear any kind of weird sound and sudden breach on any part of the hull, try to get the F out as fast as possible. If your sub has more than average power in it, you should be able to get out. if not, Press F(then proceed to read later section).

3. If your sub got any gun/ camera on bottom side, check it. If you see a searchlight moving around (and not held still, aside from your own of course), it is Thalamus.

4. Expedition team should approach from 2 or 10 o'clock of the wreck, toward the nose or the rear of the wreck. if the guns started firing, it is Thalamus (And keep moving on one direction, do NOT stop).

5. If you encounter Leukocyte (green amoeba thing), It is Thalamus (details on Zoology).

6. Check the topside hull of the wreck. If you see any blue-ish blob on it, It is Thalamus.

7. Hooray! It is NOT Thalamus! free loot time! (Beware of Crawler/ Husk/ Mudraptor infestation though. keep listening to the sounds.) Tell Captain to get the sub closer to the wreck.



Thalamus sub components
Note: Some of them are breakable. use any weapon than the Plasma cutter you will be using to destroy them faster. My choice for this matter is Harpoon gun, as it is recycable.



Leukocytes / Terminal Cells: The main concern of your crew / sub life. Refer to Zoology for details.

1.Sub's original guns: They are under control of Thalamus, and will shoot anything that approaches. Bonus points if they are loaded with Explosive ammo or Physicorium Shells.

2.Fleshgun: These External component will catch your sub and drag you closer, so the Flesh Spear can do its job. Also preventing you from running away.

3.Flesh Spear: The reason your sub exploded last time. These ones inject LOTS of Terminal Cells (Red Amoeba thing) into your sub. And trust me, Not a single sub want alien-contaminated hypodermic needle sunken deep into her tummy.

4.Cell Spawn organ: This one periodically summon Leukocyte. Break them if you see one. there can be 2, I think.

5.Fleshgun Ammo Sack: This thing holds ammo for the Fleshgun. your ship will be freed if they are caught, but Usually there are more than one, and it is quite meaningless to break them on most situations. Go for brain.

6.Organ: Not exactly sure what they are doing. I heard rumor, but am not writing it here unless proven. For the time being, it is basically a loot container, bring the contents to doctors if they want.

7.Thalamus Brain: Literally the mother brain of the entirety of Thalamus itself. Kill the brain, Everything dies. Itself cannot do anything, but they are often protected by a few Leukocyte.



Wrecks with (hopefully) interesting things
  • W = Container with chance of spawning Armory-related items, like firearms
  • R = Container with chance of spawning Reactor-related items, like fuel rods



Barilia Wreck.


Berilia comparison. As mentioned elsewhere, front half is literally gone. Hopefully you won't encounter the being who did this...




Wreck1.

There are buttons in the compartment at fore side, which opens 4 doors without buttons in main decks (1 & 2).

There is a Secure locker that requires special key. Acquire it from loose vent with small weapon icon on it (3, mind the door trap). Use it on the secure cabinet at 4 to claim your prize, one guaranteed Ancient weapon among other few weapons.






------------- Zoology Guide -------------
Catalog of Europan Fauna
This is technically a spoiler, so read at your own risk.

I am so lazy, so skim through the Character editor to check their looks and names. finally added pics.

You will notice that there are many unused, Legacy creature in Character editor. I wrote down the ones I did encounter on normal rounds, but some of those Legacy ones can technically be encountered, especially spawned by console.
・Crawlers



Size
Human size(small)
Blip on Radar:
Small, "star-shaped" ish
Threat level:
3/10
AI type:
Hit and run, Invader
Special move:
Cannibalize corpse
Noise type:
Typical Insectoid-like sound
Weakpoints:
Everywhere
Drops:
Alien blood, Crawler Mask (rare)

Crawlers are the cannon fodder of the Europa, and also the Scavengers on food chain. These will be your first thing you ever encounter on your Maiden Voyage, and sure won't be your last. they are very weak overall and only takes few hits from coilgun to kill. They tend to go frenzy cannibalizing their dead friends even under sustained fire from coilgun, so use that advantage to either kill them off (Any ammunition than normal coilgun rounds works wonders here), or shoo off. They can enter Submarine, and will be met in Ruins aswell, but they still won't be much of a threat, unless you encoutner a horde without support.

You can loot them for Alien blood, a vital component of Blood pack. But honestly, I don't think Blood packs are worth bothering to create. Saline + Stabolodine, the other medicine to make the Blood pack, are far more useful themselves. They, however, do fetch a fair price on outposts, so loot them if some got itn your sub.




・Husked Crawlers



Size
Human size(small)
Blip on Radar:
Small. More "pointy" than crawlers
Threat level:
4/10
AI type:
Hit and run, Invader
Special move:
"Husk" Carrier
Noise type:
Sounds like Crawler, but obviously gurgling
Weakpoints:
Everywhere
Drops:
Alien blood, Velonaceps Calyx Eggs

These ones are variant version of typical Crawlers. While overall stats are the same, they are Husk version of normal crawlers, so they can infect you if you are not careful. They DO drop eggs, however, the core item you need to make the anti-husk silver bullet, the Calyxanide. Try harvesting their corpse after you kill them in the open sea.




・Husks



Size
Human size(small)
Blip on Radar:
Tiny (same as players)
Threat level:
4/10
AI type:
Aggressive, Invader
Special move:
"Husk" Carrier
Noise type:
Someone gurgling or vomiting
Weakpoints:
Everywhere
Drops:
Velonaceps Calyx Eggs (rare), Husk Stinger(rare)

Husks are, to put it simple, Europan equivalent of zombies. they look like Humans in a Diving suit, but you can clearly tell the difference by its dirty, brownish color instead of green, light color of normal ones. They are quite a slow swimmer and can easily be dispatched if met on open sea. They are also popular food of other Europa denizens, even in alive state. But of course, they have Husk Parasite in them and really like to spread their kind of love to everyone (refer to the specific article later). Luckily, their attacks are quite weak so you don't have to care too much outside of infection itself, unless completely surrounded. Since they are small, they are frequently encountered in ruins and often in Wreckage. Be sure to bring countermeasure on yourself before venturing in one of these.


Currently as of 0.11.0.9, their drop rate is laughably low. Kinda understandable since the eggs fetch really great price (600-700 Marks). Be sure to check their body when you encountered them outside, getting bitten or not.



・Spinelings



Size
Long, yet Small
Blip on Radar:
small, distinctively snake-like when close
Threat level:
4/10
AI type:
Shoot and Move
Special move:
Bot evasion manuever
Noise type:
Something that does sound like spike-shooting thing
Weakpoints:
Everywhere
Drops:
Nothing

Newer face for the history of Barotrauma, Spinelings are new addition of 0.11.0.9. Meant to be "slightly more threatening than crawler, but weaker than mudraptor", they sure are annoyance. They swim rather fast while shooting their bountiful spines at your sub, denting it and making it leak a little. Thing is, they are the first actual ranged attacker to the index of fauna in Europa, and these penetrates the hull to hit someone inside the sub, so it sure is something. But as of now, they deal VERY low damage to be a problem in the first place. just shoot them down.

Then why these get rating of 4? because, The bots are so bad at shooting these ♥♥♥♥♥♥♥ down, especially when your sub is not moving. They probably end up wasting up to one coilgun case and all the charge in the supercapacitors to shoot at ONE entity, and will still manage to not score a kill. Whenever you see these irritants on the sonar, manually shoot them down, or start moving your sub, to save ammo.

They drop nothing, so don't bother looting.




・Mudraptors
Normal variant



Unarmored variant



Size
Slightly larger than human (Small)
Blip on Radar:
Small, shaped like Candy corn, slightly larger than crawler
Threat level:
11/10
AI type:
Hyper aggressive, Invader
Special move:
Instant Game ender, Stun
Noise type:
Raptor-Like, Low pitched
Weakpoints:
Belly (2x damage, when they have shell)
Drops:
Hydroxyapatite, Mudraptor Shell (rare), Mudraptor Egg (rare)

Don't laugh, Mudraptors are Serial killers of Barotrauma. I have seen SO MANY submarines sunk sorely because of them (and Captains' being absent from the ♥♥♥♥♥♥♥ sonar for whatever reason). They are fast swimmers, fast runners, fast breachers (for both hulls and doors), fast stunners, AND fast killers. They often get their shell on higher difficulties, which absorbs INSANE amount of damage before it shatters.

As long as you spot them on radar and kill them off with the External weapons (You better off shoot them with Railgun if you must), they are just some Crawlers who can withstand one more coilgun bullet or two. If you miss that chance, Prepare to press F. You should be prepared for possible Mudraptor infestation if you hear door breach sound (short, "BAM!" sound), and call Security for investigation. Small firearms and weapons gets ridiculously absorbed by their shell, so you might actually have to use flamer or explosives when there are more than one raptor, both of which would end up sour. Consider handing out Stun baton to everyone to mitigate damage. You could technically use the "counter", Raptor bane extract, But it requires so much dedication to create a handful, or costs so much (around 300 per shot), so make it count. If none of the above are available, fighters should use Combat Drugs( Steroid, Meth, or Hype) to minitagte Stun, and don't be cocky, because they often comes in groups. As of 0.11.0.9, at least they won't eat your corpse, or so it looks like. FOR NOW.


They drop Hydroxyapatite, a mineral you can extract Phosphorus, which is used in UEX, which can be used to make Explosive Coilgun Ammunition, an effective counter to them. Loot if you can, but make sure that you are covered with manned coilgun.





・Fractal Guardians
"Swimmer" variant



"Walker" variant



Size
Human size(small)
Blip on Radar:
small. shines somewhat close to Artifact, but smaller
Threat level:
2/10
AI type:
passive
Special move:
Being pushover
Noise type:
someone snoring / mechanical angry sound
Weakpoints:
Everywhere
Drops:
none

Fractal Guardians are, as the name implies, Guardians of now vacant ruins. or they aren't, because their attacks are as weak as Husks, they are really passive, and of course they don't have any sort of viruses they want to share. There are 2 visually distinct guardians, but there doesnt seem to be much of a change. Unless you got a swarm of them, just knife them down. Ohhh you got a swarm, but made of only them? Stun first, THEN go stabby stab.




・Tiger Threshers



Size
Long, yet Small
Blip on Radar:
small, distinctively snake-like when close
Threat level:
5/10
AI type:
Hit and Run, Invasive
Special move:
Chompy Chomp
Noise type:
Wyvern-like, distinctive noise
Weakpoints:
Everywhere
Drops:
Nothing

Tiger threshers are "bigger, faster, stronger" upgrade of Crawlers on hierarchy. They look like moray eels, except that they are 6 meters long and very angry ones. They have Stripes on their body, hence the name. they also have super sharp teeth hence the name, which will leave grievous bleeding wounds that can be fatal in seconds if untreated. their body are very slim, being able to evade Coilgun shots relatively easy to annoy gunners. They always comes with Bone Threshers as pack, so make sure to take out Bone threshers first. As long as Bone Threshers are dealt with, they cannot do anything to your sub, assuming your sub is made of proper hull, and not some whacky stuff.

This is trivia, but if you managed to let them get in the sub, and drain the water out, they will actually suffocate to death, a rare trait for being invader.

They drop nothing, so don't bother looting.




・Bone Threshers



Size
Long, and Medium(12 meters)
Blip on Radar:
medium, distinctively snake-like when close
Threat level:
6/10
AI type:
Hit and Run
Special move:
Ramming
Noise type:
Wyvern-like, distinctive noise, slightly low pitched
Weakpoints:
Belly side (5x) head (2x)
Drops:
Nothing

Bone Threshers are the larger, angrier version of Tiger Threshers. they always comes in pack, and Bone Threshers act as "breachers". Their job is to open a gaping hole on the sub, effectively sinking it, while letting their cousin slide in and feast on delicious human flesh. Prioritizing them over their smaller cousins will significantly reduce the overall threat. They are well armored on back and head, so hit the belly side.(as of 0.9.9.1, I suspect the armor is either bugged, nerfed, or gone, so its better just shoot them away...? They are now officially weak to headshots, so hit the head. They will still be able to tank some punishment, however, so it is ideal to keep a mechanic on sandby to fix the breaches as soon as they try before they are gone. If it is not obvious, going out is not recommended.




・Hammerheads (+Golden Variant)
normal variant (mission objective one is slightly larger)



Golden variant (ditto)



Size
medium (15m)
Blip on Radar:
medium size, then rectangular shape when close
Threat level:
5/10
AI type:
Hit and Run
Special move:
Stunning by Knocking
Noise type:
Low pitched Crawler. "Crab" like.
Weakpoints:
Anywhere except head (2x)
Drops:
Swim bladder, Alien Blood

Hammerheads, along with their variant Golden Hammerheads, are more of annoyance than an actual threat. They swim really fast and can knock submarine hard, enough to stun almost everyone in it (unless you prepare for impact), making retaliation difficult. they often cannot do enough damage to do actual harm to submarine, though. Coordinating captain and gunner is your best way to damage it before its attack lands, giving you the much needed time to point and shoot. Explosive Coilgun Ammunition works wonders against them, disabling them from both attacking and fleeing. their health is not that high either, so don't waste expensive rounds higher than that, like Nuke shells. Well, unless they decide to come in groups, THEN that is another story. watch out for their stunlock manuever, when met in groups.

Their drops are very nice for both Healing purpose(one guaranteed Blood pack worth of stuff!) and offence(Deconstruct Saline to extract sodium, which is used for UEX), so be sure to loot if possible.




・Hammerhead Matriarchs



Spawns



Size
Medium-Large (25m)
Blip on Radar:
medium, then large, rectangular. tiny dots sprinkled around.
Threat level:
4/10
AI type:
Suicide bomber
Special move:
Commit Suicide bombing
Noise type:
"weird"
Weakpoints:
Don't bother
Drops:
None

They are, obviously, the mommy of all the Hammerheads in the Europan sea. They have only one purpose: to make sure that the children in her head-womb can get to eat something. To achieve this, they ram into sizable food, releasing their babies (around 20 of them) inside, so they can devour from inside out.

Upon doing this ram, they instantly die. This will cause one hell of a hole in a sub, along with so many fishies to attempt to prey you, but it is rather easy to deal with. Just open the door next to the flooded area for a bit, let the fishies in bit by bit, and smack them down with whatever you have. Diving knife will be the best, but even the Screwdrivers and wrenches do the job. Once cleared, patch the hole up and move on. Since nothing else would come in (Hammerheads won't even try to enter the sub), this is quite simple. Otherwise, they do swim in moderate speed and have some health, so you rather save ammo and let them do their job.

I just have a feeling that they would get some buff in the future, but nobody knows. Also, they dont drop anything, so dont try to look for the loot position on their massive body.




・Leukocytes / Terminal Cells
Leukocytes



Terminal Cells



Size
Tiny (~1m)
Blip on Radar:
N/A
Threat level:
6/10
AI type:
Invader, Breacher, Suicide Bomber
Special move:
Paralysis-Inducing Suicide bombing
Noise type:
Super high pitch "whispering/ breathing" sound
Weakpoints:
Vulnerable to Any fire
Drops:
Paralyxis

They are components of the Thalamus, the infested sub wreckage that are now quite deadly to the subs, especially with inexperienced captain. Both of them have same attack patterns, although they have different role. Terminal Cells are RED colored "offensive" ones that only appear inside of your sub via being injected by Flesh Spear. Leukocytes are GREEN colored "defensive" ones that appear around the wreck, Cell spawn organ, and guarding Thalamus brain.

They have 2 attack patterns: melee and Suicide bomb. Most of them sticks with the melee, which causes burn damage on your body, and no bleeding. Because of this, the damage themselves are slightly easier to handle than other creatures( No bleeding, no problem). They, however, complicates the things that they almost always come in groups, especially Terminal Cells, that gets injected around 10 of them at once. If you get caught in a bunch, you will most likely get stunlocked to your death. Separating them works nicely, but it is very difficult task, because they literally melt away your sub, flooding left and right in the process.

However, the worst part comes with Suicide bombs. While its damage is minimal, it of course induce more stun onto your body, while also give Paralysis upon successful detonation. The toxin slowly take over your body, making you slower and slower until it becomes a complete halt. Assuming you are in safe place, you will not die because it won't stop you from breathing. But it will still manage to kill you because unless there are someone else, your oxygen tank will run out eventually. Do note that, it seems like they make up their mind individually on their spawn, and won't suicide bomb you if they attack with melee first.

Now onto the counter part. They are very weak on their own, and that makes Plasma cutters are great counter to them. Infinite ammo, long range, continuous attack, it has everything. Just kite( keep them chasing you while you swim away) and spank with plasma fire. You can also use other guns like Shotguns/ SMGs when they are too tightly packed together. Methamphetamine will make the kiting much easier in open sea as well. Also, mind you that killing them one by one is only the means to achieve the end: Kill Cell Spawn Organ, No more Leukocytes spawn. Kill Thalamus Brain, Everything dies instantly. So, forget about the Terminal cells, everyone capable minus a few( captain and maybe gunners for cover) should go and deal with the Thalamus. Fixing hull with the brain being still alive is futile and wasteful attempt, because they will inject next batch anyway.

Anaparalyzant is the only way to cure Paralysis, so buy at least one syringe if your sub doesn't have any. They also drop Paralyxis, the core item to make Anaparalyzant, so loot them if you do get caught while your pants down.



・Ballast Flora
Size
Tiny (~1m) ~ enormous (???m)
Blip on Radar:
N/A
Threat level:
6/10
AI type:
Invader, Freeloader, Headache-Inducer
Special move:
Gassing and Drowning
Noise type:
N/A
Weakpoints:
The root, ONLY weak to fire
Drops:
N/A

A new addition to the game as of 0.11.0.9, Ballast flora are source of headache to most captains and submarine designers. They silently enters and grows from your ballast pump, reaching out toward electrical slowly as they house more and more gas sacs which resembles to lotus seed pods, causing trypophobia to innocent mechanics, among everybody else.

When they reach the Junction boxes, they suck away electricity to grow, causing reactor to chug away enormous amount of fuel. They also retaliate by poisoning everyone with its acidic gas secreted from the gas pods, causing burn damage to everyone nearby. They can also control the ballast pump level and doors, causing you to slowly drown in the ballast if you are not careful. It also worth noticing that, they only take damage from fire or certain explosives. Flamer is your best option, while Frag grenades and Incendiary grenades works as well, without detonating your sub into half. But like i mentioned before, it can control ballast level to douse the fire.

So, how do you deal with this?

1. Look for some ceiling in the cave, and slowly bump into it. Or dock onto outpost.
2. Set the sub to keep going upward, so the ballast will be empty.
3. MAKE sure that the ALL of the ballast that sonar flora resides have water level of 0%.
4. Prepare Diving suit with fire-resistant clothes (mechanic, engineer, assistant, or security)
5. Prepare flamer, grenades, or both. MAKE SURE you put away ANY extra tanks in toolbelt.
6. Get inside the ballast, and turn off the pump manually. Everyone else stay away.
7. Give its root hell. Ignore the branches. Try to stay away from gas. Heal if needed.
8. Make sure to turn the ballast pump back on.




・Watchers



Size
Medium (20m)
Blip on Radar:
medium at first, then large, rectangular shape
Threat level:
3/10
AI type:
Passive, coward
Special move:
Watches, Acid spray
Noise type:
"Going crazy" kind of white-ish noises
Weakpoints:
The eye (10x)
Drops:
None

Watcher is, well, a watcher. It is just interested in you, and want to just stare at you.Just. Want. To. Keep. Observing. You. This might cause hallucination and such to the subjects, but it just want to watch you.

Well, if you insist, you can Shoot in the eye to say "♥♥♥♥ off", but this will make it flee, leaving acid trail to deter you from chasing. Try not to get in this acid cloud, let alone stay, or whole sub will start leaking very shortly. It will last for around 30 seconds.






・Molochs



Size
Large (30m)
Blip on Radar:
medium at first, then large, oval shape when they are "singing"
Threat level:
8/10
AI type:
Passive, then Aggressive
Special move:
Humping Subs to death
Noise type:
Humming, gentle, musical "singing"
Weakpoints:
the contents inside of the shell (10x)
Drops:
Hydroxiapatite, Brockite, Moloch Shell (Rare)

Moloch is basically a "gentle giant" of Europan sea. they are huge, very slow, very powerful, but rather passive until provoked. Your first approach should always be stealth, even if it is your objective to kill the beast. Turning off sonar will make you basically invisible to Moloch, unless you get too close to it. Use directional ping to check the surroundings and try to sneak past it. If you use Active sonar ping on a close moloch, they basically take that as "♥♥♥♥ YOU PIECE OF ♥♥♥♥ ♥♥♥♥♥♥♥♥♥♥♥♥". Don't do that.

When you have to kill Moloch by one way or the other, it is strongly advised to remember one thing: Do NOT shoot its shell! It deflects whopping 90% of the damage, and it still will eat a whole case of Coilgun ammunition or one or two Nuke shells, even aimed correctly. Captains are advised to maintain ship's distance so gunners can keep shooting at weaker side, while staying away from its devastating ramming. OR, they added New weakness to these things: Railgun. As of v0.13.0.11, The shell now ALWAYS breaks on first railgun shot, exposing which basically is their organs. Switch to either coilgun, or shoot more to the exposed part will make your life easier.

On occasion, Molochs decides to "make love" with the sub, relentlessly shaking it so you literally cannot do anything while hitting your body on every single parts of wall in the sub. (This is actually a collision bug, but i want to call it this way so it is less frustrating.) When this happens, Doctors are advised to do triage and keep the vital members of crew alive. Make sure to carry multiple shots of Fentanyl, Morphine, AND Naloxone at all times with you, because there is no way to do a long journey to the damned medical bay.

Upon their defeat, you MUST loot their corpse! they drop Brockite, a rare mineral that contains Thorium, a great fuel source for your submarine. they also drop their shell on rare occasion, which will massively slows you down, but should come in handy as a sort of "plate armor" for crew who stays indoor and doesnt move around much, namely Captain.




・Black Molochs
(head glows in the dark)



Size
Large (30m)
Blip on Radar:
medium at first, then large, oval shape when they are "singing".
Also comes with interference field.
Threat level:
9/10
AI type:
Passive, then Aggressive
Special move:
EMP attack and interference field, on top of usual humping
Noise type:
Humming, gentle, musical "singing"
Weakpoints:
(WIP)
Drops:
(WIP)

Black Molochs are the variant of Moloch, and really nasty one. They always emit interference field, even after their death, making traversing though very difficult. That is the not worse part though. On attack, they periodically emit EMP attack, frying every single machines that are not "protected" on editor( which is close to nil by default). This means that Engines, Pumps, Nav consoles, batteries( along with its contents), Gun loaders, Junction boxes, everything. The EMP interval is quite small too, considering the total amount of damage it does, especially for larger subs.

So how do we deal with this thing?


1. Sneak past them. This will be very, VERY difficult due to the baby molochs and interference field. they seem to care slightly less about sonar, though. AVOID doing anything to babies, including ramming into them. or their mommy gonna be ANGERY. Thing worth remembering is, if you get too close to the babies, Moloch will attack you only once, very gently, and without EMP, as a warning. Do NOT shoot back! It also turned out that you can gently push babies through. don't exceed 10km/h limit on either direction, and you should be fine.

If you've got EMP'd once, your cover has been blown out to the orbit. it's on now.


2. Burn them down before 2nd EMP hits. Luckily, EMP deals around 40-60% damage to everything, so as long as before it emits 2nd EMP, you still have some time left, assuming your Engineers/ Mechanics had been doing their job and kept everything shiny up until the encounter. Throw everything you have( including that precious, precious nuke shells loaded with Compound-N), This is THE rainy day you hoarders have been waiting for.


3. Keep-alive. After you lost everything, there is only one way i can think of. Fix gun-related lines (Loaders, Supercapacitors, Junction boxes, and Reactior / Battery). Forget about everything else, whatever guns which can shoot that thing should keep shooting, while the others keep fixing the vital line to keep the gun pumping sweet, sweet rounds into Moloch. Hope your Junction boxes are labeled accordingly, and not randomly wired.


4. Play dead and Nuke. So, it turned out that you and what's left of the crew cannot keep up the pace the Beast dishes out its EMP. What do you do now? It is likely that, even after you are being made, they still only hear you to see if you are goner. Which things make noise again? yes, Reactors,Engines, and O2 Generators make huge noise, even though much more quiet than ping. You can "play dead" by simply turning the reactor off. The Moloch will ignore you after a short while, assuming you declared cease-fire. In the meantime, keep fixing everything and make sure your guns are loaded. When everyone's ready, flip the reactor back on and give them hell.

You still couldn't kill it? you can play dead over and over! You got bored bored of it? Don't get caught in the first place! learn 2 sneak bruh!


NOTE: I am still trying to figure out the better tactics against this thing. need to kill it a few more times on singleplayer in control environment, to see if there is any weakness we could actually exploit( and not the actual, gaming kind of exploit, mind you). If there is any hunters out there, I will credit whoever gives me insight.


・Baby Molochs



Size
Slightly bigger than human(small)
Blip on Radar:
Medium, Normally arranged in circular formation
Threat level:
5/10
AI type:
Just chillin'
Special move:
Destroying your ears out, while calling for their mommy
Noise type:
Face melting
Weakpoints:
Everywhere
Drops:
(WIP)

They are, Obviously, the baby version of thier mommy and daddy, Molochs. They are just chilling at their cozy home in Europan sea, usually in circle formation, along with their parent(s).

While they themselves cannot do anything to harm your sub in any way, just like every other animals, their mommy will never be happy if they get pushed around, or even harmed and killed. It turned out that you can gently push them through. don't exceed 10km/h limit on either direction, and you should be fine. If you ever do harm them, by accident or not, they emit distress call, which is SUPER annoying, and since they come in groups, you will regret the fact that you were born with a pair of ears in matter of milliseconds. Then even more, when every single electronics gets fried by their parents.

As such, think them as underwater minefields that you CANNOT shoot them out. Bad news is, they do not give a single ♥♥♥♥ about you just wanting to get past very close vicinity of their home, so you sometimes have no other choice than shooting them to death. When you do have to kill them, position your sub to bestest angle and distance ever first, so you can shower with enough firepower to kill their parents as fast as possible.


・Charybdis
Legacy



New (v0.13.0.11+)
You picked the wrong house, fool



Size
Gigantic (70m)
Blip on Radar:
Enormous
Threat level:
15/10
AI type:
Territorial
Special move:
eats everything
Noise type:
ominous, some "laugh"?
Weakpoints:
Everywhere
Drops:
None

Charybdis are one of the BIG boys that have returned after a rework on v0.13.0.11. They look like an black, hairy octopus with very large mouth. They do very short work on sub's hull, and even though they don't have armored points like Molochs, they do have large amounts of health. since they drop nothing, won't become objective normally, and very, VERY dangerous, it is recommended to just run. Luckily, they are sort of territorial, and you can tell where they are with the huge warning growl that you can literally see on sonar.





・Endworms
Legacy



After rework (v0.13.0.11)
Where is your god now?




Size
Humongous (150m++)
Blip on Radar:
You can tell it is massive, massive worm even on radar
Threat level:
20/10
AI type:
Territorial
Special move:
End everything
Noise type:
Kaiju
Weakpoints:
Everywhere
Drops:
None

Endworms are one of the BIG boys that have returned after a rework on v0.13.0.11. They look like shiny worm, except it is HUGE. They literally melt away hull, and able to tank multiple Nuke shells, let alone your puny Coilguns. If you do see them, RUN. SERIOUSLY. Luckily, they are sort of territorial, and you can tell where they are with the huge warning growl that you can literally see on sonar.

They are usually the master of "Hunting grounds" in deeper region of Campaign run, so you are incentivised to kill it, even though it can easily cost a few crew's lives and nuke shells.

  1. Blast off their thick shells on their "neck" (right below their jaws, 3~4 "parts" away from jaw) using usual weaponry. Best thing would be Railgun shells loaded with C-4 or better, but other things works as well, albeit slower.

  2. Shoot the exposed body with Nuclear rounds. This has a "chance" to cause their body severed.

  3. if you managed to sever its body on the "neck" part, it will start bleeding its health out like crazy. If it does happen, Cease fire and let it die. If it didnt happen, shoot more, closer to jaw, but not ONTO the jaw.

  4. Whoever shot the last Nuke round to sever it deserves a medal, stack of Ethanol and Meth. Celebrate while you can, as you will have to fight more later on.




Well, if you are out of nuke rounds (expect using around 5 per fight, give or take), or simply "forgot" to attach railgun, You can use Tri laser Pulse laser to burn its health down instead. you can compromise with normal lasers, but anything else than Pulse laser, and maybe Physicorium Coilgun ammo, will take eons (Exploding coilgun ammo somehow really doesn't work well).



------------- Miscs -------------
Tips and Tricks
Some of the tricks are not exactly class-specific, so those kind of techniques I acquired over the course will fall in here.


How not to Barotrauma in an environment you are supposed to
I am talking about the spectacular implosion, not the game itself.
I am not entirely sure if this one counts as bug or exploit, but knowing this will give you much more chance for your survival.



0. Always wear Diving suit if you are newbie facing a flood. I mean, seriously. After some experience, you start learning how to do a few things at once. but if you are not exactly familiar with the game itself, chances are, you cannot do 420 nonscope everything, right? Just play safe for a while. Losing even a newbie Mechanics hurts everyone else that are still alive on board, physically and mentally.


1. Keep staring bottom right for "high pressure" ailments. It looks like Barometer. When it appears, you have around 5 seconds of "grace period" to get out of the situation. Stop whatever you are doing and get out as fast as possible.


2. "Grace period" resets as soon as the icon disappears. This means that, even if your ballast tank is now in smithereens, you can get in, fix a bit, and get out, all while naked, provided the room next to the ballast is not completely flooded and fulfilling the criteria to give you Barotrauma. You will run low on oxygen though, so Oxygen mask comes in very handy on this scenario.


3. Underwater scooter is your friend, even when you are inside of a sub. Just like outside, you can move very fast using Underwater scooter, if you are in filled ballast tank or your whole sub is currently in ballast tank state. Are your superiors being so yappy about "return your diving gear every single time"? Make your own! Underwater scooter costs only 2 Aluminum, one of the most common metal on board. Sacrifice your Syringe gun if you are doctor. Swap around battery among other electronics you currently have if you must.


4. Water filled room won't give you High pressure as long as it's flowing. Best place to test this out is Ruins. if you keep moving, it takes so much time for the High pressure to kick in at Ruins. So, asking your crew mates to keep a door open which is connected to the room with gaping hole is one way to plug it, especially utilizing grace period to its maximum.



How to "brace for impact"
Lots of captains say "BRACE! BRACE!!" when they are crushing into terrain for whatever reason ( being sunk, being attacked by larger denizens of Europa, or just being slacking off and ran into terrain). "But there is no key to hold for bracing!", you thought. Well, there are actually a few ways to mitigate damage. Do what you can.

  • Wearing one of Security helmets will protect your grey matter somewhat.
  • Using Periscope will make your character hold onto it.
  • Staying in the middle of ladder will give you more chance too. just not the higher part.
  • Jumping into water-filled ballast can negate impact damage almost completely.


Resistance on Clothes
There are som resistance on clothes. They might change over time, but Ill write down the ones as of 0.10.4.0.


Captain:
0 resistance. Absolutely useless outside of looking like fancy. I highly recommend to buy a Security suits.


Security:
0.8x multiplier for Laceration, Blunt force trauma,and Gunshot wounds
0.3x multiplier for Bite wounds
0.9x multiplier for Bleeding
0.7x multiplier for Burns
Best suit in the game. all 3 clothes works the same.


Medic:
0.8x multiplier for Gunshot wounds and Bite wounds
3 slots for medicine
second best suit in the game.
NOTICE: Pharmacologist one doesn't have resistance, even though they do come with pockets.


Engineer:
Nuclear Engineer suit (YELLOW):
0.4x multiplier for Radiation poisoning
0.7x multiplier for Burns

Electrician suit (ORANGE):
0.4x multiplier for Burns
Nuclear engineer still wins imo, because of that one fuel cell.


Mechanic:
0.4x multiplier for Burns
Somehow, no bonus toward Laceration. BOth suits are the same.


Assistant:
0.7x multiplier for Burns, and Laceration
They deserve it for looking like ♥♥♥♥ and starting out with ♥♥♥♥♥♥ skill.


Other Clothes:
None.


Diving suits:
0.8x multiplier for Blunt force trauma and Gunshot wounds
0.5x multiplier for Bleeding, husk infection, Laceration, and Bite wounds
0.7x multiplier for Burns
0.0x multiplier for Radiation poisoning (!)
Pack something for sure, but of course, you only get "advantage" in submarine, technically. its bulkiness and loss of sight really is not going to help.


Combat Diving suits: NEW! v0.13.0.11
0.7x multiplier for Blunt force trauma and Gunshot wounds
0.6x multiplier for Burns
0.5x multiplier for Radiation poisoning, and Bleeding
0.4x multiplier for Husk infection, Laceration, and Bite wounds
Considering that it is very fast while providing more resistance, it is indeed "combat" suit. But remember: This is the only suit that does NOT protect you from radiation. AVOID using this when you are going to loot big fishies you nuked to death.


Abyss Diving suits: NEW! v0.13.0.11
0.6x multiplier for Burns
0.5x multiplier for Blunt force trauma, and Gunshot wounds
0.25x multiplier for Husk infection, Laceration, Bite wounds, and Bleeding
0.0x multiplier for Radiation poisoning (!)
Very bulky, but fantastic characteristics.


Body armor and Helmets:
0.2x multiplier for Laceration, Blunt force trauma,and Gunshot wounds
0.3x multiplier for Bite wounds
0.1x multiplier for Bleeding
Despite how you might think, All 3 helmets have the exact same stats. They still work and provide these awesome stats with diving suit, so don't forget to wear one on adventure.

Item Handling
There are lots of ways to "use" item on certain things, and they often have multiple ways to do it. And often, Your life and death will be determined just because you were not using the most efficient method to do it.

There are 5 major ways to do things.

1. Single click
2. Double click
3. Drag & Drop
4. E key (by default)
5. Numeric shortcut

Mastering each should let your load off a whole lot.


Example A: Putting item in container
You can prepare to Drag & Drop as you rush to approach container. You can put items in container, without having to open the container menu.

Applicable situation: Refueling reactor on power down, Taking off diving suit and storing in locker, Refilling oxygen tank, Reloading Coilgun loader(can't, if its occupied with other case), Hiding contraband in random lockers as you run away.


Example B: Repairing
Using E key will always show you the wiring( assuming you are wielding screwdriver), and repair menu if applicable. Always take a glance to wiring and see if anything is wrong.


Example C: Item sorting
You can Equip Toolbox on your hand, and you can drag around the item menu appeared on screen, by dragging the grey bar on top of it (position resets to default by unequipping, so no worries to ♥♥♥♥ up the UI. go wild). Useful to quickly sort items out. Same can be done with crates. If you don't care the order, you can also put in Toolbox into container, then Drag & Drop the contents onto that toolbox for quick looting. Useful in Thalamus.


Example D: Fighting, Flighting, and Healing
Numeric shortcuts are the absolute king in here. Always set up your weapons and items in control manner to avoid useless finger confusion. In healing panel, you can also select limbs by clicking, and appling medicine from inventory with numeric key to the selected limb really quickly.

My setup:
1~3: Crucial items for class and situation. Stun baton, welding tool, screwdriver, wrench, and diving knife are most likely fall in here.
4: Always Diving scooter, no matter what.
5~6: Guns
7~9: free slots. Loots, Diving masks, handcuffs, plasma cutters, Toolboxes for adventure, etc.
0: Always Toolbox, storing vital items like Oxygen tanks and basic healing kits. a few empty slots for in case item swapping/ confiscation is needed.
Personal Favorite subs
I am planning to write about subs that I personally like in here, since this stupid guide is getting attention that I never expected I would get. Large portion of these are not so popular on public server, and they deserve some attention.



NOTICE
For the sub designers who made these, I personally thank you very much for your effort. I really love these ones.

I am NOT going to write about sub that are overall "too OP". Yes, some of the subs in here a tad bit overpowered, but you know, newbies still going to sink anyways, and they deserve for the choice of tilting the odds to THEIR kind of "fair". At least, I am NOT going to write about the subs with 20 coilguns, 10 railguns and 100 ammo racks for each.



Kikori ship
https://steamcommunity.com/sharedfiles/filedetails/?id=1968073930
When I started playing Barotrauma some time ago, Me and other 2 friends decided to play on private server, just like we always do on other Co-op games. Then, we figured Dugong lacked vital equipment: fabricators. Then, we wanted more storage. Then, we had no space left in Dugong shell. So, One of our group member, Eclaire, made an up-scaled Dugong for ourselves. We wanted every single kinds of toys on board, while adding in lots of features and streamlining any kinds of quirks. It turned into this thing, the Kikori( "Lumberjack" in Japanese, our group name). Looking back now, it is somewhat on a OP side in terms of guns, but it still should be a nice sub for familiarizing yourselves to the game, without having to worry too much about the ship-specific weaknesses.



Eel
https://steamcommunity.com/sharedfiles/filedetails/?id=1765624957
If you think Dugong is a little bit too big for your amount of crew members, Eel is something I can recommend wholeheartedly. Great sub for beginners and small pals.



Kessel
https://steamcommunity.com/sharedfiles/filedetails/?id=2018429364
If even the Eel is too handful for you, Kessel is the one you are looking for. You can operate this thing with 2 people, if not alone, even. Thanks to the AI+ Battery-based wiring, You don't have to worry too much about the power, and guns are more on the generous side.



Hagfish
https://steamcommunity.com/sharedfiles/filedetails/?id=2064431485
If you want something bigger than Dugong, and more firepower (yet at some cost), Hagfish is great sub. you can clearly tell that This sub is made of a clear concept in mind. And I love it.



Ghost Ship
https://steamcommunity.com/sharedfiles/filedetails/?id=2072852350
If you are feeling like cool kids wanting to operate some cool sub, Ghost Ship is made of Wreck parts only( some of the non-functioning machinery are cleverly disguised with functional ones). Packs a punch for its size.



Rorqual
https://steamcommunity.com/sharedfiles/filedetails/?id=2062665322
You want something more tough, somewhere closer to Vanilla subs? Rorqual is for you. based on Mining vessels of EVE online, it has some very intelligent design choices you rarely see on other subs. I really love the Engine compartment and Ballast tanks. Check them out yourself.



Corsair
https://steamcommunity.com/sharedfiles/filedetails/?id=2071873647
You now want some serious challenge? Corsair will require you to have at least 4, intellectual, and actually cooperative crew members to operate. The author himself is the mentor of official Barotrauma Discord, and he is asking you a question through this sub: Do you have enough knowledge about Barotrauma, and know how to use them to your advantage?




Old changelog
(former name: Handbook For Singleplayer)

v0.10 Docking section added. why it wasn't there for THIS LONG? I honestly don't know.
v0.9 - added Europan fauna pics, grenades, sonar pics, and more!
v0.8 - Added Ruins.
v0.7 - Updated a little bit to make it 0.10.5.0 compatible. Not all of them tho. Added Explosive section.
v0.6 - Added Sonar Reference sheet , a few hidden numbers from XML, and more. Changed the name, because, this is getting too big, and I really want to add lots of stuff concerning Multiplayer.
v0.5 - Altered layout of Medic section. Black/Baby Moloch added. More info about them wanted!
v0.4 - Bots added. should write more but eh.
v0.3 - Thalamus added, Medic section WIP. just noticed that I didnt write anything about bots, LOL. Soon(TM).
v0.2 - Captain Section Added. WIll work on Moloch soon(TM)
v0.1 - Initial release. I am pretty sure that I hadn't added lots of things, but eh, it looks big enough.
Postscript
I really have no idea why, but this guide is so ♥♥♥♥♥♥♥ persistent on the Top10 list for some time now. Yeah I did type ALL of these myself, but now i look back, phew, this is so feckin' long mate.

Thank you so much for reading this hecking wall of text! And sending this thing to your friends, as well!


Check out my other Stuff:
https://steamcommunity.com/sharedfiles/filedetails/?id=2145954770




50 bình luận
ZeGuardsmen 25 Thg04, 2023 @ 11:32pm 
Question: what about pets? seems no info on them:barotrauma:
Ake-tits  [tác giả] 22 Thg07, 2022 @ 9:59pm 
NOTICE TO ALL:

Recently, i have completely gone into the "metaverse" (VRChat), while baro devs being clueless about whether attempting to make this game a fucking Dark souls with hardcore mod to save "pros", or keeping it accessible to newbies (which i think they really, really should).

So this guide won't get an update until they drop next patch.

Meanwhile, i recommend just shoving in EK armory to any game session you host. Keep yourselves enjoying the game, without having to go through this absolute bullfuckery.
Loodi 3 Thg01, 2022 @ 12:25am 
Really wanted to get into this game, but ive always despised playing with randoms, and i dont foresee my friends joining sadly. Thanks for making it a lot less of an intimidating endeavour <3
Aleccia Rosewater 27 Thg12, 2021 @ 8:02pm 
Every time you miss with an exploding coilgun round an accountant cries
Ake-tits  [tác giả] 23 Thg11, 2021 @ 1:53pm 
Also, as to inform people: perks and gene splicing are, while welcome addition, completely OP to the point that i really don't want to make a section about them just yet. meanwhile, have fun.
Ake-tits  [tác giả] 21 Thg11, 2021 @ 9:39am 
well this happened because wiki was in absolutely abandoned state, and nobody was touching it. And i really don't like editing wiki, because while i like it when people improve what i wrote, i dont want random people denying my content as "old" or just straight up deleting it. and since it happened multiple times already on other game wiki, i ened up with this. well, now the official baro wiki is being tended so this could be obsolete since i dont play much anymore, but eh.
アンジェル 21 Thg11, 2021 @ 2:27am 
Thank you for this amazing guide!
The amount of information makes it even a contender towards the Wiki ~
Ake-tits  [tác giả] 28 Thg07, 2021 @ 11:39pm 
that's a nightmare scenario if you are actually going deeper. there is no vanilla sub that would fulfill it for a start. assuming you got OP enough sub, Captain and 2 assistant i suppose. go easy on first few missions (as in, never do nest mission. wreck should be okay, as well as any other mission that doesnt require you to go outside.) while those assistants accumlilate XP from fabrication and fixing. buy them security clothes, and it should be safe once they reach 30 medical and 35 weapons.
Random Human Being? 28 Thg07, 2021 @ 11:23pm 
Ah thank you, yet, what if you don't use any bots?
Ake-tits  [tác giả] 28 Thg07, 2021 @ 10:43pm 
Committed campaign: one captain, everyone else go assistant. less-committed guy go to anything they want. hire up to 4 bots, 2 engineer and 2 mechanic. 1 for reactor, 1 for electrical repair, 1 ore mechanical repair, 1 for hull repair.

non-committed campaign: basically the same. since captain's weak, captain-security-doctor i guess. will need a few bots so the sub stays on course.

traitor: if there's only 3 people, 1 captain, 1 security, 1 mechanic i suppose. Medical HUD can play key role, and not much people pay attention on if you have it on you or not, so mechanic should rush for making some.