Alien Ruins: Difference between revisions
m (Marked Alien Flare as a legacy item.) Tag: visualeditor |
m (replaced headers with bold/large text (and removed them for items, used bullet points there). Headers are used for relatively long paragraphs or sections, rather than single lines) |
||
Line 4: | Line 4: | ||
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 in similar height as a regular human. These ruins are sometimes inhabited by [[Fractal Guardian|Fractual Guardians]] as well as other creatures including [[Crawler|Crawlers]], [[Mudraptor|Mudraptors]] and even [[Husk|Husks]], which can be a considerable threat to an unprepared player. Proper weaponry and medical supplies 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 in similar height as a regular human. These ruins are sometimes inhabited by [[Fractal Guardian|Fractual Guardians]] as well as other creatures including [[Crawler|Crawlers]], [[Mudraptor|Mudraptors]] and even [[Husk|Husks]], which can be a considerable threat to an unprepared player. Proper weaponry and medical supplies are recommended when exploring a ruin. | ||
== Alien Contraptions == | == 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 | 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> | |||
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 in direction of the player. | 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 in direction of the player. | ||
'''<big>Motion Activated Electric Coil</big>''' | |||
[[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.]] | [[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.]] | ||
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. | 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>Motion Activated Turret</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. | 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. | ||
'''<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. | 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>''' | |||
[[File:Timed Lock.png|alt=A timed lock which the diver has successfully unlocked.|thumb|A timed lock which the diver has successfully unlocked.]] | [[File:Timed Lock.png|alt=A timed lock which the diver has successfully unlocked.|thumb|A timed lock which the diver has successfully unlocked.]] | ||
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. | 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> | |||
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. | 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. | ||
'''<big>Alien Pump</big>'''<br> | |||
The alien pump can be sometimes found in rooms, which is toggled by a button. When activated, it pumps out water from the room at an incredible rate, capable of draining 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 switching on the pumps. | The alien pump can be sometimes found in rooms, which is toggled by a button. When activated, it pumps out water from the room at an incredible rate, capable of draining 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 switching on the pumps. | ||
== Loot == | == Loot == | ||
Line 29: | Line 36: | ||
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]]'''. | 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. | Amongst the alien ruins, the player can find various other items inside Small Alien Chests and Large Alien Chests. | ||
The {{Hyperlink|Alien Power Cell}} is used to power Alien Weapons. | *The {{Hyperlink|Alien Power Cell}} is used to power Alien Weapons. | ||
*The {{Hyperlink|Alien Pistol}} 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 {{Hyperlink|Ancient Weapon}} is a ranged weapon that deals Burn Damage and high damage to structures. | ||
*The {{Hyperlink|Alien Flare||Alien Flare|Alien Ruins}} is a bright and <abbr title="800 Seconds">long burning</abbr> Flare item. However, this is a legacy item that no longer spawns naturally. | |||
The {{Hyperlink|Ancient Weapon}} is a ranged weapon that deals Burn Damage and high damage to structures. | *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 Flare||Alien Flare|Alien Ruins}} is a bright and <abbr title="800 Seconds">long burning</abbr> Flare item. However, this is a legacy item that no longer spawns naturally. | *The {{Hyperlink|Alien Ornament||Alien Ornament|Alien Ruins}} is a minor artifact that deconstructs into a {{Hyperlink|Physicorium Bar}}. Gives off the same sound effect as an alien artifact. | ||
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}}. Gives off the same 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. | * 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. |
Revision as of 12:10, 17 July 2021
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, the doors and the corridors connecting the rooms are in similar height as a regular human. These ruins are sometimes inhabited by Fractual Guardians as well as other creatures including Crawlers, Mudraptors and even Husks, 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.
Motion Sensor
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 in direction of the player.
Motion Activated Electric Coil
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.
Motion Activated Turret
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.
Puzzle Lock
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.
Timed Lock
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.
Alien Generator
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 Pump
The alien pump can be sometimes found in rooms, which is toggled by a button. When activated, it pumps out water from the room at an incredible rate, capable of draining 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 switching on the pumps.
Loot
Artifacts
Main article: 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.
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.
Five sorts of artifacts have currently been recovered from Europa, distinct in appearance, composition and effect: Psychosis, Faraday, Sky, Nasonov and Thermal.
Other
Amongst the alien ruins, the player can find various other items inside Small Alien Chests and Large Alien Chests.
- The Alien Power Cell is used to power Alien Weapons.
- The Alien Pistol is a ranged weapon that deals Burn Damage and inflicts Psychosis.
- The Ancient Weapon is a ranged weapon that deals Burn Damage and high damage to structures.
- The Alien Flare is a bright and long burning Flare item. However, this is a legacy item that no longer spawns naturally.
- The Alien Trinket is a minor artifact that deconstructs into an Oxygenite Shard.
- The Alien Curio is a minor artifact that deconstructs into a Sulphurite Shard.
- The Alien Ornament is a minor artifact that deconstructs into a Physicorium Bar. Gives off the same 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.
- 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.
- As ruin walls use the same internal file structure as submarine walls, most third party anti-griefing systems will return a false positive whenever they are damaged. This could be intentional, as it is possible to construct a submarine out of ruin walls in the Submarine Editor.