This article is a stub.

Alien Ruins: Difference between revisions

From Official Barotrauma Wiki
Jump to: navigation, search
m (→‎Alien Contraptions: Added a couple breaks that were missing)
(Overhauled the entire page)
Tag: visualeditor-switched
Line 1: Line 1:
{{Version|stub=yes|stubnote=Update information. Remove old ruin images and replace with new ones. Add version number.}}
{{Version|0.19.14.0|stub=yes|stubnote=Add images.}}
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, many doors and corridors connecting the rooms are slightly smaller in size than a regular human, implying whoever built them is smaller then humans.
 
= Hazards =
Exploring '''Alien Ruins''' is dangerous, they are a filled with collosal menacing rooms connected by many claustrophobic and confusing corridors full of dangers. They can contain numerous enemies and traps, acting as obstacles which players must work around or defeat if they wish to explore the ruins to their full extent.


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.
===Creatures===
==Description==
'''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.
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, implying whoever built them is smaller then humans. 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 ruins may sometimes contain alien contraptions, most acting as obstacles which players must work around if they wish to explore the ruins to their full extent. Notably, alien devices do not have conventional wiring, so attempting to make a submarine out of alien parts is all but futile.


'''<big>Motion Sensor</big>'''<br>
===Traps and Contraptions===
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.
'''<big>Alien Terminal</big>'''<br>  
[[Alien Terminal]]s are used to control various installations in the ruins. They require one of the '''minor artifacts''' inserted into them in order to be operable,


'''<big>Motion Activated Electric Coil</big>'''<br>
'''<big>Guardian Pod</big>'''<br>  
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.  
[[Guardian Pod]]s provide a secure place for wounded [[Fractal Guardian]]s to retreat to, and heal. They can be destroyed using any weapon, but preferably using the [[Alien Terminal]] next to them.


'''<big>Motion Activated Turret</big>'''<br>
'''<big>Ruin Vent</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.
[[Ruin Vent]]s can spawn [[Swarm Feeder]]s in great numbers when the player is nearby.
'''<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>'''<br>
'''<big>Gravity Sphere</big>'''<br>
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.
[[Gravity Sphere]]s attract to itself any character within 10 meters of it and 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>Alien Generator</big>'''<br>
'''<big>Motion Sensor</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.
[[Alien Motion Sensor]]s is 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.


'''<big>Alien Pump</big>'''<br>
'''<big>Alien Coil</big>'''<br>
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 Coil]]s discharge electricity when activated by a signal. They are usually linked to one or more [[Alien Motion Sensor]]s. 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.


== Loot ==
'''<big>Button puzzle</big>'''<br>
This obstacle features two sets of doors locked by a simple puzzle and a treasure room behind them. The puzzle is composed of three buttons in a line, and two sets of three doors. Each button will toggle the state of different doors. All three doors in a single set must be opened in order to pass through.
Notably, the third door of the top set is not connected, and therefore will never open, meaning it's only possible to pass through the lower set of doors.
 
=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.  
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.
<br>They are the target of some [[Missions#Salvaging_an_artifact|Salvage Missions]], during which they can be found either 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 a {{hl|Artifact Transport Case}} for the artifact, to make it's transportation much easier. They can be deconstructed to gain a good amount of alien crafting materials.


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.
There are 5 types of artifacts:
*{{hl|Faraday Alien Artifact}} which grant 3 {{hl|Fulgurium Chunk|s=s}} upon deconstruction.
*{{hl|Nasonov Alien Artifact}}  which grant 3 {{hl|Physicorium Bar|s=s}} upon deconstruction.
*{{hl|Psychosis Alien Artifact}}  which grant 3 {{hl|Dementonite Cluster|s=s}} upon deconstruction.
*{{hl|Sky Alien Artifact}}  which grant 3 {{hl|Oxygenite Shard|s=s}} upon deconstruction.
*{{hl|Thermal Alien Artifact}}  which grant 3 {{hl|Incendium Crystal|s=s}} upon deconstruction.
 
===Minor Artifacts===
They can be deconstructed to gain some alien crafting materials, or used to operate [[Alien Terminal]]s.
*The {{hl|Alien Trinket}} which grant a single {{hl|Oxygenite Shard}} upon deconstruction.
*The {{hl|Alien Curio}} which grant a single {{hl|Sulphurite Shard}} upon deconstruction.
*The {{hl|Alien Ornament}} which grant a single {{hl|Physicorium Bar}} upon deconstruction. Rather uniquely, it gives off the same proximity sound effect as an alien artifact.


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}} 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]] and then identified in a {{hl|Research Station}}.
*The {{Hyperlink|Alien Trinket}} is a minor artifact that deconstructs into an {{Hyperlink|Oxygenite Shard}}.
*The {{Hyperlink|Alien Curio}} is a minor artifact that deconstructs into a {{Hyperlink|Sulphurite Shard}}.
*The {{Hyperlink|Alien Ornament}} 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==
 
* 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.
=Trivia=
* 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.
* 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==
=Media=
<gallery widths=280 heights=200>
<gallery widths=280 heights=200>
File:alienruins.png|A typical Alien Ruin.
File:alienruins.png|A typical Alien Ruin.
File:Timed Lock.png|A timed lock which the diver has successfully unlocked.
 
File:Alien Turret.png|An Alien Turret, guided by two motion sensors. The turret in the image has been deactivated.
File:Alien Electric Coil.png|From left to right: Alien Motion Sensor, Alien Electric Coil, Alien Power Generator. A small Alien Chest is barely visible under the motion sensor.
File:Thermal Artifact.png|Thermal Artifact self-combusting while still inside the ruins relic holder.
</gallery>
</gallery>
{{Universal nav
{{Universal nav
|show-main = yes
|show-main = yes
|show-Misc = yes}}
|show-Misc = yes}}

Revision as of 00:55, 13 December 2022

Data is potentially outdated
Last updated for version 0.19.14.0
Last mentioned in changelog 1.1.18.0
The current game version is 1.4.5.0
Stub Notes: Add images.

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 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, many doors and corridors connecting the rooms are slightly smaller in size than a regular human, implying whoever built them is smaller then humans.

Hazards

Exploring Alien Ruins is dangerous, they are a filled with collosal menacing rooms connected by many claustrophobic and confusing corridors full of dangers. They can contain numerous enemies 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 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 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 is 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 sets of doors locked by a simple puzzle and a treasure room behind them. The puzzle is composed of three buttons in a line, and two sets of three doors. Each button will toggle the state of different doors. All three doors in a single set must be opened in order to pass through. Notably, the third door of the top set is not connected, and therefore will never open, meaning it's only possible to pass through the lower set of doors.

Loot

Exotic alien curios and alien materials are commonplace within ruins, and uncommonly unidentified genetic material will also be found. These are the main incentives for players to explore ruins they come across.

Artifacts

Main article: Artifacts



They are the target of some Salvage Missions, during which they can be found either in an Artifact Holder, and have a 5% chance to spawn in the treasure room outside of missions. It's advisable to bring a Artifact Transport Case for the artifact, to make it's transportation much easier. They can be deconstructed to gain a good amount of alien crafting materials.

There are 5 types of artifacts:

Minor Artifacts

They can be deconstructed to gain some alien crafting materials, or used to operate Alien Terminals.

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

v·d·e·h
Barotrauma
Creatures
Pets Cthulhu    •   Defense Bot    •   Huskified Storage Container    •   Orange Boy    •   Peanut    •   Petraptor    •   Psilotoad
Small Crawler    •   Crawler Hatchling    •   Fractal Guardian (Steam Cannon Fractal Guardian   •   EMP Fractal Guardian)    •   Hammerhead Spawn    •   Human    •   Husk    •   Husked Crawler    •   Husked Human    •   Leucocyte    •   Moloch Baby    •   Mudraptor (Mudraptor Unarmored)    •   Mudraptor Hatchling    •   Mudraptor Veteran    •   Swarm Feeder    •   Terminal Cells   •   Tiger Thresher    •   Tiger Thresher Hatchling
Large Black Moloch    •   Bone Thresher Crawler Broodmother   •   Giant Spineling    •   Golden Hammerhead    •   Hammerhead (Moping Jack)    •   Hammerhead Matriarch    •   Moloch    •   Spineling   •   Watcher
Abyssal Charybdis    •   Endworm    •   Latcher
Ending
Spoilers

Ancient     •   Cyborg Worm     •   Guardian Repair Bot     •   Jove     •   Portal Guardian

Items
Consumables
Ammo
Handheld Weapons
Tools
Clothing
Headgear
Innerwear
Outerwear
Other
Electrical
Alien
Gardening
Skill Books
Misc
Installations
Submarine Weapons
Small Turrets
Large Turrets
Loaders
Other
Navigation
Machines
Electrical
Structure
Other
Alien
Jobs
Jobs
Jobs
Skills
Skills
Talent Trees
Talents
Captain

Bounty Hunter

Inspirational Leader

Logistics Expert

Prodigy

Travelling Tradesman

Veteran

Camaraderie

Down with the Ship

Emergency Maneuvers

Gunsmith

Sailor with No Name

Steady Tune
Gunslinger Skipper Politician

Quickdraw

Leading By Example

Commendations

Deputy

Lone Wolf

Helmsman

Affiliation

Your Reputation...

Drunken Sailor

Inspiring Presence

Trickle Down

Campaigning

Networking

Big Guns

Family

Figurehead
Security Officer

Buff

First Aid Training

Physical Conditioning

Protect and Serve

Swole

War Stories

Bootcamp

By the Book

Don't Push It

Munitions Expertise

Weaponsmith
Frogman Enforcer Gunner

Boarding Party

Pacification Kit

Rifleman

Scavenger

Slayer

Beat Cop

Stonewall

Commando

Tandem Fire

Daring Dolphin

Easy Turtle

Crusty Seaman

Inordinate Exsanguination

Extra Powder

Gun Runner

Spec-Ops

Implacable

Warlord
Mechanic

Ballast Denizen

Engine Engineer

Machine Maniac

Multifunctional

Safety First

Salvage Crew

Ironman

Modular Repairs

Oiled Machinery

Pump N Dump

Retrofit
Scrapper Machinist Brawler

Miner

Hull Fixer

I Am That Guy

Mass Production

Residual Waste

Quickfixer

Tinkerer

Heavy Lifting

Mudraptor Wrestler

Scrap Savant

Tool Maintenance

Let it Drain

Berserker

Foolhardy

Iron Storm

Robotics

MECHanic
Engineer

Egghead

Grounded

Junction Junkie

Remote Monitor

Station Engineer

Aggressive Engineering

Fun With Fission

Melodic Respite

Sample Collection

Submarine Of Things
Weapons Engineer Electrician Physicist

Military Applications

Grid Maintainer

Unstoppable Curiosity

Arms Race

Heavy Hitter

Pyromaniac

Unlimited Power

Buzzin'

Cruisin'

Weapon Artisan

Better Than New

Danger Zone

Nuclear Option

Lightning Wizard

Ph.D in Nuclear Physics
Medical Doctor

Example of Health

Health Insurance

La Resistance

Nobody Important Dies

Self-care

Stayin' Alive

Blood Donor

Don't Die on Me!

Fireman's Carry

Medical Companion

No Pressure
Xenologist Medic Chemist

Gene Harvester

Medical Expertise

Plague Doctor

Bloody Business

Gene Splicer

Emergency Response

Medical Assistance

Delivery System

Lab Contacts

Blackmarket Genes

Gene Tampering

Dr. Submarine

Vitamin Supplements

Super Soldiers

What a Stench!

Genetic Genius

Miracle Worker

Macrodosing
Assistant

Crew Layabout

Mailman

Mule

Playing Catchup

Skedaddle

Starter Quest

Bag It Up

Indentured Servitude

Inspiring Tunes

Jenga Master

Peer Learning

Revenge Squad
Grayshirt Apprentice Clown

The Waiting List

Apprenticeship

Enroll into Clown College

Non-Threatening

Tasty Target

Journeyman

Logistics System

Water Prankster

An Apple A Day

Insurance Policy

Loyal Assistant

Treacherous Scum

Chonky Honks

Psycho Clown

The Friends We Made

Graduation Ceremony

True Potential
Guides
Gameplay
Hosting
In-Game Dedicated Servers

Campaign Settings

Karma

Permissions

Console Commands

Hosting a Dedicated Server

List of Config Files

Enabling Mods on a Dedicated Server

Tools & Modding
Editors XML Other

Submarine Editor

Official Guide to the Submarine Editor (Diving deeper)

Character Editor

Official Guide to the Character Editor

Creating mods

XML and how Barotrauma uses it

Content packages (Content types)

Overrides

Installing mods

Publishing to Steam Workshop

Troubleshooting