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{{Version}}
{{Version|1.0.7.0}}
[[File:alienruins.png|A typical Alien Ruin.|270px|right|thumb]]
The '''Alien Ruins''' are vast, underwater complexes that the player can encounter and explore in [[Barotrauma]].  
The '''Alien Ruins''' are vast, underwater complexes that the player can encounter in ''[[Barotrauma]]''. They are most commonly found embedded into rocks and ice underwater, sometimes spawning as mission locations in [[Missions|Salvaging an Artifact]] missions. Exploring the Alien Ruins will often yield one or more Alien Artifacts, exotic alien materials or even powerful Alien Weaponry.
==Description==
Alien Ruins are characterised by their sturdy walls, massive rooms, and the absence of ladders or stairs in vertical passages. However, the doors and the corridors connecting the rooms are slightly smaller in size than a regular human. These ruins are sometimes inhabited by [[Fractal Guardian]]s as well as other creatures including [[Crawler]]s, [[Mudraptor]]s and even [[Husk]]s, which can be a considerable threat to an unprepared player. Proper weaponry and medical supplies are recommended when exploring a ruin.
== Alien Contraptions ==
Rooms and corridors in the ruins sometimes contain alien contraptions, most acting as obstacles which player must work around if they wish to explore the ruins to full extent. Notably, alien devices do not have conventional wiring, so attempting to make a submarine out of alien parts only is all but futile.


'''<big>Motion Sensor</big>'''<br>
=Description=
The motion sensor is the main trigger for the majority of traps in Alien Ruins. It has the visual appearance of a small white spherical installation, resembling a facetted eye with a slightly larger round "pupil" in the middle, connected to a blinking red light. When the player moves within proximity, the sensor detects the movement, which is indicated by the red light switching off and the "eye" spinning around rapidly with the "pupil" leaning sideways.
 
[[File:Alien Electric Coil.png|alt=Showcases the visual appearance of Alien Motion Sensor, Alien Electric Coil, and Alien Power Generator guarding a small Alien Chest.|thumb|From left to right: Alien Motion Sensor, Alien Electric Coil, Alien Power Generator. A small Alien Chest is barely visible under the motion sensor.]]
'''Alien Ruins''' are characterised by their sturdy walls, massive rooms completely filled with water, and the absence of ladders or stairs in vertical passages. However, many doors and corridors connecting the rooms are slightly smaller in size than a regular human, implying that the species that constructed them are smaller than humans. They are most commonly found embedded into rocks and ice underwater, sometimes spawning as mission locations in some [[Alien Ruins#Missions|missions]]. Exploring the Alien Ruins will often yield sizeable amounts of [[Crafting Materials#Rare Materials|Rare Materials]], powerful [[Alien Ruins#Other|Alien Weaponry]], and sometimes even an Alien [[Artifacts|Artifact]].
'''<big>Motion Activated Electric Coil</big>'''
 
= Missions =
 
There are 3 types of [[Missions]] which can take place in '''Alien Ruins'''.
*[[Missions#Salvaging_an_Artifact_.28Variant_1.29|Salvaging an Artifact]], where the player has to find the Vault, then bring the '''Artifact''' from it onto the submarine.
*[[Missions#Scan_Ruin|Scan Ruin]], where the player has to scan 3 spots in the ruins using provided [[Ruin Scanner]]s, then bring the scanners back onto the submarine.
*[[Missions#Ruin_Clear|Clear Ruin]], where the player has to eliminate all '''Fractal Guardians''' and destroy all '''Guardian Pods''' in the ruins.
 
= Hazards =
 
Exploring '''Alien Ruins''' is dangerous, they are a filled with collosal menacing rooms connected by many claustrophobic and confusing corridors full of dangers and traps acting as obstacles which players must work around or defeat if they wish to explore the ruins to their full extent.
 
===Creatures===
'''Alien Ruins''' are often inhabited by [[Fractal Guardian]]s as well as [[Swarm Feeder]]s and [[Husk]]s, which can be a considerable threat to an unprepared player. Proper weaponry and medical supplies, including [[Calyxanide]] or [[Broad-spectrum Antibiotics]] are recommended when exploring a ruin.
 
===Traps and Contraptions===
 
'''<big>Alien Terminal</big>'''<br>
[[Alien Terminal]]s are used to control various installations and many [[Alien Door]]s in the ruins. They require one of the '''minor artifacts''' inserted into them in order to be operable,
 
'''<big>Guardian Pod</big>'''<br>
[[Guardian Pod]]s provide a secure place for wounded '''Fractal Guardians''' to retreat to, and '''heal'''. They can be destroyed using any weapon, but preferably using the '''Alien Terminal''' next to them.
 
'''<big>Ruin Vent</big>'''<br>
[[Ruin Vent]]s can spawn '''Swarm Feeders''' in great numbers when the player is nearby.


The most common obstacle in alien ruins, this trap is composed of one or more motion sensors linked to a large alien electric coil, powered by an Alien Power Generator. Triggering the sensors would cause the walls of the room to be electrified, stunning and inflicting heavy burns on unfortunate divers within. Remaining in proximity of motion sensors will cause the coil to emit a constant shock, which could ultimately result in asphyxiation and death of the divers. Arrays of motion detectors can sometimes be found guarding a relic holder.  
'''<big>Gravity Sphere</big>'''<br>
[[Gravity Sphere]]s attract to itself any character within 10 meters of it and will slowly crush them if they are within 5 meters. They can be turned on or off using the '''Alien Terminal''' they are connected to.


'''<big>Motion Activated Turret</big>'''<br>
'''<big>Motion Sensor</big>'''<br>
This trap features a motion sensor activated turret powered by an Alien Power Generator. When the motion sensor is tripped, the turret starts periodically scanning the room, firing at any moving target it comes across. If the player triggers the turret, they can sneak past it by remaining still while the turret light illuminates them.
[[Alien Motion Sensor]]s are the trigger for some of the traps in '''Alien Ruins'''. When the player moves within proximity, the sensor detects the movement and sends a signal to the trap its connected to.
[[File:Alien Turret.png|alt=An Alien Turret, guided by two motion sensors. The turret in the image has been deactivated.|thumb|An Alien Turret, guided by two motion sensors. The turret in the image has been deactivated.]]
'''<big>Puzzle Lock</big>'''<br>
This obstacle features a set of doors locked by a simple puzzle. The puzzle is composed of three buttons in a line. Each button have an Alien Light above it, and each light corresponds to a door. Pressing a button will toggle the state of lights directly above, as well as the state of other lights adjacent to it, which reflects the state of the doors. Turing on all three lights will open all three doors.


'''<big>Timed Lock</big>'''
'''<big>Alien Coil</big>'''<br>
[[File:Timed Lock.png|alt=A timed lock which the diver has successfully unlocked.|thumb|A timed lock which the diver has successfully unlocked.]]
[[Alien Coil]]s discharge electricity when activated by a signal. They are usually linked to one or more '''Alien Motion Sensors'''. Triggering the sensors causes the walls of the room to be electrified, stunning and inflicting heavy burns on unfortunate divers within. Remaining in proximity of motion sensors will cause the coil to emit a constant shock, which could ultimately result in asphyxiation and death of the divers. They can be turned on or off using the '''Alien Terminal''' they are connected to.
This lock is composed of two Alien Lights and a button. One of the lights periodically switches on and off. When the button is pressed while the light is turned on, the second light is lit and the door opens.


'''<big>Alien Generator</big>'''<br>
'''<big>Button puzzle</big>'''<br>
A round generator with a blue hue, presumed to be the power supply for other alien contraptions, contains a single Alien Power Cell. Removing the cell will cut off the power supply to nearby Alien devices, though deactivated Alien Coils would still contain enough charge for a brief shock.
This obstacle features two corridors with doors unlocked by completing a simple puzzle, and a treasure room behind them. The puzzle is composed of three [[Alien Button]]s in a line and two corridors with 3 doors each. Each button will toggle the state of different doors. All three doors in a single corridor must be opened in order to pass through. Notably, the third door of the top corridor is not connected to any button, and therefore will never open, meaning it's only possible to pass through the lower corridor without destroying the doors.


'''<big>Alien Pump</big>'''<br>
=Loot=
The alien pump can be sometimes found in rooms connected to an empty alien generator. The player can insert a power cell into the generator to power up the pump. The player can then toggle the state of the pump by pressing a button next to the installation, which pumps water into the room by default. When the light above the button is off, the pump will flood the room. While the light is on, the pump drains water from the room at an incredible rate, capable of emptying a large room in very little time. However, as Alien ruins contain no ladders and the only way to access rooms above is by swimming, players might be discouraged from pumping out the water.
'''Alien Ruins''' are the best location to gather sizable amounts of [[Crafting Materials#Rare Materials|Rare Materials]] and [[Genetic Materials|unidentified genetic materials]]. These are the main incentives for players to explore ruins they come across. Most loot in '''Alien Ruins''' spawns inside [[Containers#Alien_Containers|Alien Chests]]. Sometimes '''Minor Artifacts''' spawn inside '''Alien Terminals'''.
== Loot ==
Exotic alien curios and [[Crafting Materials#Rare Materials|alien materials]] are commonplace within ruins, and uncommonly [[Genetic Materials|unidentified genetic material]] will also be found. These are the main incentives for players to explore ruins they come across.  
===Artifacts===
===Artifacts===
{{Main|Artifacts}}
{{Main|Artifacts}}
'''Artifacts''' is the term given to a series of relics left behind by extraterrestrials on Europa. They are frequent targets of salvage missions in [[Quest Mode]], and are potential sources of rare [[raw materials]]. Both the origin of these artifacts and their purpose is unknown.
During some [[Missions#Salvaging_an_artifact|Salvage Missions]] they can be found in an {{hl|Artifact Holder|20px}}, and have a 5% chance to spawn in the treasure room outside of missions.
It's advisable to bring an {{hl|Artifact Transport Case}} for the artifact to make its transportation much easier and safer. They can be deconstructed to gain a good amount of [[Crafting_Materials#Rare_Materials|Rare Materials]].
 
There are 5 types of artifacts:
*{{hl|Faraday Alien Artifact}} which grants 3 {{hl|Fulgurium Chunk|s=s}} upon deconstruction.
*{{hl|Nasonov Alien Artifact}} which grants 3 {{hl|Physicorium Bar|s=s}} upon deconstruction.
*{{hl|Psychosis Alien Artifact}} which grants 3 {{hl|Dementonite Cluster|s=s}} upon deconstruction.
*{{hl|Sky Alien Artifact}} which grants 3 {{hl|Oxygenite Shard|s=s}} upon deconstruction.
*{{hl|Thermal Alien Artifact}} which grants 3 {{hl|Incendium Crystal|s=s}} upon deconstruction.
 
===Minor Artifacts===
They can be deconstructed to gain some [[Crafting_Materials#Rare_Materials|Rare Materials]], or used to operate [[Alien Terminal]]s.
*The {{hl|Alien Trinket}} which grants a single {{hl|Oxygenite Shard}} upon deconstruction.
*The {{hl|Alien Curio}} which grants a single {{hl|Sulphurite Shard}} upon deconstruction.
*The {{hl|Alien Ornament}} which grants a single {{hl|Physicorium Bar}} upon deconstruction. Rather uniquely, it gives off the same proximity sound effect as an alien artifact.


Each artifact tends to have dangerous effects on their environment; for lack of understanding, they are impossible to prevent and can only be worked around. It is unknown how much of it comes from their intended function, normal side-effect of their working, or degradation sustained due to a lack of upkeep.
===Rare Materials===
[[Crafting_Materials#Rare_Materials|Rare Materials]] required for many advanced recipes can often be found here.
*{{hl|Fulgurium Chunk|s=s}}
*{{hl|Physicorium Bar|s=s}}
*{{hl|Dementonite Cluster|s=s}}
*{{hl|Oxygenite Shard|s=s}}
*{{hl|Incendium Crystal|s=s}}
*{{hl|Sulphurite Shard|s=s}}


Five sorts of artifacts have currently been recovered from Europa, distinct in appearance, composition and effect: '''[[Artifacts#Psychosis Alien Artifact|Psychosis]]''', '''[[Artifacts#Faraday Alien Artifact|Faraday]]''', '''[[Artifacts#Sky Alien Artifact|Sky]]''', '''[[Artifacts#Nasonov Alien Artifact|Nasonov]]''' and '''[[Artifacts#Thermal Alien Artifact|Thermal]]'''.
===Other===
===Other===
Amongst the alien ruins, the player can find various other items inside Small Alien Chests and Large Alien Chests.
*The {{hl|Alien Power Cell|15px}} is used to power Alien Weapons.
*The {{Hyperlink|Alien Power Cell}} is used to power Alien Weapons and Alien Generators.
*The {{hl|Alien Pistol|35px}} is a ranged weapon that deals Burn Damage and inflicts Psychosis.
*The {{Hyperlink|Alien Pistol}} is a ranged weapon that deals Burn Damage and inflicts Psychosis.
*The {{hl|Ancient Weapon|35px}} is a ranged weapon that deals Burn Damage and high damage to structures.
*The {{Hyperlink|Ancient Weapon}} is a ranged weapon that deals Burn Damage and high damage to structures.
*The {{hl|Alien Flare|30px}} is a bright and <abbr title="800 Seconds">long burning</abbr> Flare item.  
*The {{Hyperlink|Alien Flare||Alien Flare|Alien Ruins}} is a bright and <abbr title="800 Seconds">long burning</abbr> Flare item.  
*The {{hl|Unidentified Genetic Material|s=s}} which can found in [[Incubation Bubble]]s and then identified in a [[Genetics#Research_Station|Research Station]].
*The {{Hyperlink|Alien Trinket||Alien Trinket|Alien Ruins}} is a minor artifact that deconstructs into an {{Hyperlink|Oxygenite Shard}}.
*The {{Hyperlink|Alien Curio||Alien Curio|Alien Ruins}} is a minor artifact that deconstructs into a {{Hyperlink|Sulphurite Shard}}.
*The {{Hyperlink|Alien Ornament||Alien Ornament|Alien Ruins}} is a minor artifact that deconstructs into a {{Hyperlink|Physicorium Bar}}. Rather uniquely, it gives off the same proximity sound effect as an alien artifact .


==Trivia==
=Trivia=
* Every generated level in ''[[Barotrauma]]'' contains an artifact somewhere, even if only laying on the cavern floors. This implies their creators must have been incredibly prevalent in this section of Europa.
* As of [[Version history/Legacy#0.8.2.0|Version 0.8.2.0]], items taken from the ruins in Campaign mode will now be present in the next round. Previously, these items were deleted after ending the round.
* As of [[Version history/Legacy#0.8.2.0|Version 0.8.2.0]], items taken from the ruins in Campaign mode will now be present in the next round. Previously, these items were deleted after ending the round.
[[File:Thermal Artifact.png|alt=Thermal Artifact self-combusting while still inside the ruin relic holder. This refutes the theory that Thermal Artifacts were used as security and self-defence by the aliens.|thumb|Thermal Artifact self-combusting while still inside the ruins relic holder. ]]
* Before Thunder Under the Ice update was released, players were unable to cut open Alien Doors with a [[Plasma Cutter]] and had to use a [[Crowbar]] to force the doors open instead.
* Before Thunder Under the Ice update was released, players were unable to cut open Alien Doors with a [[Plasma Cutter]] and had to use a [[Crowbar]] to force the doors open instead.
* Contrary to popular belief, the relic holder does not negate the various disruptive effects caused by [[Artifacts|Alien Artifacts]]. This is most easily seen as [[Faraday Alien Artifact|Faraday Alien Artifacts]] still emit EMP shocks (and corresponding visual effects) when they are in relic holders. In addition, [[Thermal Alien Artifact|Thermal Alien Artifacts]] have been observed to set themselves ablaze while still remaining inside relic holders in ruins.
* Contrary to popular belief, the relic holder does not negate the various disruptive effects caused by [[Artifacts|Alien Artifacts]]. This is most easily seen as [[Faraday Alien Artifact|Faraday Alien Artifacts]] still emit EMP shocks (and corresponding visual effects) when they are in relic holders. In addition, [[Thermal Alien Artifact|Thermal Alien Artifacts]] have been observed to set themselves ablaze while still remaining inside relic holders in ruins.
 
=Media=
{{Universal nav
<gallery widths=280 heights=200>
|show-main = yes
File:alienruins.png|A typical Alien Ruin.
|show-Misc = yes}}
File:Fractal_Guardian_Healing.png|A Fractal Guardian healing inside of a Guardian Pod after a fight.
File:Killing_Swarm_Feeders.png|A player killing a group of Swarm Feeders using the Prototype Steam Cannon.
File:Alien_Ruins_Button_Treasure_Room.png|A player swimming into the treasure room after solving the button puzzle
File:Gravitation_Sphere_Crushing_a_Player.png|A very unfortunate diver getting crushed by the Gravitation Sphere whilst at the same time getting sprayed by a Fractal Guardian
</gallery>
{{Environment Nav}}

Latest revision as of 15:44, 29 December 2023

Data is potentially outdated
Last updated for version 1.0.7.0
Last mentioned in changelog 1.1.18.0
The current game version is 1.4.5.0

The Alien Ruins are vast, underwater complexes that the player can encounter and explore in Barotrauma.

Description

Alien Ruins are characterised by their sturdy walls, massive rooms completely filled with water, and the absence of ladders or stairs in vertical passages. However, many doors and corridors connecting the rooms are slightly smaller in size than a regular human, implying that the species that constructed them are smaller than humans. They are most commonly found embedded into rocks and ice underwater, sometimes spawning as mission locations in some missions. Exploring the Alien Ruins will often yield sizeable amounts of Rare Materials, powerful Alien Weaponry, and sometimes even an Alien Artifact.

Missions

There are 3 types of Missions which can take place in Alien Ruins.

  • Salvaging an Artifact, where the player has to find the Vault, then bring the Artifact from it onto the submarine.
  • Scan Ruin, where the player has to scan 3 spots in the ruins using provided Ruin Scanners, then bring the scanners back onto the submarine.
  • Clear Ruin, where the player has to eliminate all Fractal Guardians and destroy all Guardian Pods in the ruins.

Hazards

Exploring Alien Ruins is dangerous, they are a filled with collosal menacing rooms connected by many claustrophobic and confusing corridors full of dangers and traps acting as obstacles which players must work around or defeat if they wish to explore the ruins to their full extent.

Creatures

Alien Ruins are often inhabited by Fractal Guardians as well as Swarm Feeders and Husks, which can be a considerable threat to an unprepared player. Proper weaponry and medical supplies, including Calyxanide or Broad-spectrum Antibiotics are recommended when exploring a ruin.

Traps and Contraptions

Alien Terminal
Alien Terminals are used to control various installations and many Alien Doors in the ruins. They require one of the minor artifacts inserted into them in order to be operable,

Guardian Pod
Guardian Pods provide a secure place for wounded Fractal Guardians to retreat to, and heal. They can be destroyed using any weapon, but preferably using the Alien Terminal next to them.

Ruin Vent
Ruin Vents can spawn Swarm Feeders in great numbers when the player is nearby.

Gravity Sphere
Gravity Spheres attract to itself any character within 10 meters of it and will slowly crush them if they are within 5 meters. They can be turned on or off using the Alien Terminal they are connected to.

Motion Sensor
Alien Motion Sensors are the trigger for some of the traps in Alien Ruins. When the player moves within proximity, the sensor detects the movement and sends a signal to the trap its connected to.

Alien Coil
Alien Coils discharge electricity when activated by a signal. They are usually linked to one or more Alien Motion Sensors. Triggering the sensors causes the walls of the room to be electrified, stunning and inflicting heavy burns on unfortunate divers within. Remaining in proximity of motion sensors will cause the coil to emit a constant shock, which could ultimately result in asphyxiation and death of the divers. They can be turned on or off using the Alien Terminal they are connected to.

Button puzzle
This obstacle features two corridors with doors unlocked by completing a simple puzzle, and a treasure room behind them. The puzzle is composed of three Alien Buttons in a line and two corridors with 3 doors each. Each button will toggle the state of different doors. All three doors in a single corridor must be opened in order to pass through. Notably, the third door of the top corridor is not connected to any button, and therefore will never open, meaning it's only possible to pass through the lower corridor without destroying the doors.

Loot

Alien Ruins are the best location to gather sizable amounts of Rare Materials and unidentified genetic materials. These are the main incentives for players to explore ruins they come across. Most loot in Alien Ruins spawns inside Alien Chests. Sometimes Minor Artifacts spawn inside Alien Terminals.

Artifacts

Main article: Artifacts


During some Salvage Missions they can be found in an Artifact Holder, and have a 5% chance to spawn in the treasure room outside of missions. It's advisable to bring an Artifact Transport Case for the artifact to make its transportation much easier and safer. They can be deconstructed to gain a good amount of Rare Materials.

There are 5 types of artifacts:

Minor Artifacts

They can be deconstructed to gain some Rare Materials, or used to operate Alien Terminals.

Rare Materials

Rare Materials required for many advanced recipes can often be found here.

Other

Trivia

  • As of Version 0.8.2.0, items taken from the ruins in Campaign mode will now be present in the next round. Previously, these items were deleted after ending the round.
  • Before Thunder Under the Ice update was released, players were unable to cut open Alien Doors with a Plasma Cutter and had to use a Crowbar to force the doors open instead.
  • Contrary to popular belief, the relic holder does not negate the various disruptive effects caused by Alien Artifacts. This is most easily seen as Faraday Alien Artifacts still emit EMP shocks (and corresponding visual effects) when they are in relic holders. In addition, Thermal Alien Artifacts have been observed to set themselves ablaze while still remaining inside relic holders in ruins.

Media

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