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Alien Ruins

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A typical Alien Ruin.

The Alien Ruins are vast, underwater caves that the player can encounter in Barotrauma. They are most commonly found embedded into rocks and ice found underwater.

Description[edit | edit source]

Alien Ruins are made up of long corridors and vast rooms of incredibly thick blocks. These rooms are particularly massive, possibly implying that their creators were larger than humans, with similarly large doors. Notably, these doors cannot be opened by conventional wiring, so attempting to make a submarine out of alien parts (as seen in the gallery) is all but futile. These ruins are often inhabited by a sole Fractal Guardian which can be a notable threat to an unprepared player. As always, a Diving Suit is required and a small Shuttle is recommended to get into an entrance of a ruin.

As well as the following Artifacts, the Alien Ruins can very rarely contain an Ancient Weapon, the strongest handheld weapon in the game.

Artifacts[edit | edit source]

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.

Four sorts of artifacts have currently been recovered from Europa, distinct in appearance, composition and effect: Faraday, Skyholder, Nasonov and Thermal.

Psychosis Alien Artifact[edit | edit source]

Psychosis Alien Artifact
Psychosis Alien Artifact.png
Stats
Type Exotic Item
Item Cost Not Purchasable
Crafting
Constructible? Checkmark False.png
Deconstructible? Checkmark True.png
Deconstructor Materials N/A

Psychosis Alien Artifact gives Psychosis affliction to nearby creatures. It's recommended to leave it in an airlock or possibly the brig. When deconstructed, the output includes 1 Steel Bar and 3 Dementonite Bar.

Sky Alien Artifact[edit | edit source]

Sky Alien Artifact
Sky Alien Artifact.png
Stats
Type Exotic Item
Item Cost Not Purchasable
Crafting
Constructible? Checkmark False.png
Deconstructible? Checkmark True.png
Deconstructor Materials N/A

The Sky Alien Artifact takes on the shape of an Egyptian sarcophagus, with a yellow pattern on it depicting a many-eyed cephalopod raising up two arms.

Sky Alien Artifacts somehow empty the area they're in of breathable air; for this reason it is recommended to use a Diving Mask or even a Diving Suit when moving them around, and to store them in unfrequented parts of the submarine.

Thermal Alien Artifact[edit | edit source]

Thermal Alien Artifact
Thermal Alien Artifact.png
Stats
Type Exotic Item
Item Cost Not Purchasable
Crafting
Constructible? Checkmark False.png
Deconstructible? Checkmark True.png
Deconstructor Materials N/A

The Thermal Alien Artifact takes the form of a hand with only four fingers on it. Upon it is a red pattern showing a circle with a horizontal line going through its center, along with vertical lines going from the top of the circle to the aforementioned line.

Thermal Alien Artifacts are very dangerous as they can constantly generate fires in their surrounding areas. Caution is to be taken so that they don't set installations ablaze, and crew members interacting with it will need to be treated for burns.

The best way to make Thermal Alien Artifact harmless, is to let it remain in the airlock of the submarine under flood or any other submarines space that can remain under flood without making it difficult to steer the submarine.

Remember that the Artifact must be in the ship's hull to count as recovered; wedging it in some exterior space will not count toward retrieval.

Interestingly enough Thermal Alien Artifacts only generate fire when they are inside the submarine, if submerged they generate a green flame which still damages players.

When deconstructed, the output includes 1 Steel Bar, and 3 Incendium Bar.

Faraday Alien Artifact[edit | edit source]

Faraday Alien Artifact
Faraday Alien Artifact.png
Stats
Type Exotic Item
Item Cost Not Purchasable
Crafting
Constructible? Checkmark False.png
Deconstructible? Checkmark True.png
Deconstructor Materials N/A

The Faraday Alien Artifact is an Artifact that sends out EMP blasts every 10 seconds, damaging Installations.

When deconstructed, the output includes 1 Steel Bar and 3 Fulgurium Bar.

Nasonov Alien Artifact[edit | edit source]

Nasonov Alien Artifact
Nasonov Alien Artifact.png
Stats
Type Exotic Item
Item Cost Not Purchasable
Crafting
Constructible? Checkmark False.png
Deconstructible? Checkmark True.png
Deconstructor Materials N/A

When placed in a submarine, the Nasonov Alien Artifact attracts creatures towards it. This makes it one of the more dangerous Artifacts as it can cause swarms of creatures to attack the submarine simultaneously.

However, the sea creatures of Europa will always prioritize food over the artifact. Depending on which creatures show up first, certain creatures will attempt to eat smaller prey before focusing on the submarine. For example, Mantises will prey on Crawlers if they are nearby each other, Tiger Threshers on Mantises, etc.

Regardless, crew members must make haste with the submarine and avoid sea creatures as the latter make their way to the Artifact.

When deconstructed, the output includes 1 Steel Bar and 3 Physicorium Bar.

Mineral Shards[edit | edit source]

Amongst the alien ruins, the player can find various shards which grant exotic effects, sometimes have an effect that closely resembles the artifact held in that specific ruin.

Oxygenite Shard[edit | edit source]

Oxygenite Shard
Oxygenite Shard.png
Stats
Type Exotic Item
Item Cost Not Purchasable
Ammunition N/A
Crafting
Constructible? Checkmark False.png
Deconstructible? Checkmark True.png
Deconstructor Materials N/A

The oxygenite shard can be placed into the secondary slots of items. It can be used to craft 3 liquid oxygenites by deconstructing it. Liquid oxygenite can be injected into humans in order to restore oxygen at the cost of health. Liquid oxygenite can be also used to craft oxygenite tank.

Placing an oxygenite shard in any room will ensure that room always has an ample supply of oxygen.

If placed inside of a railgun shell, it serves as explosive ammunition. Curiously, it cannot be used as fuel for the Ancient Weapon.

Sulphurite Shard[edit | edit source]

Sulphurite Shard
Sulphurite Shard.png
Stats
Type Exotic Item
Item Cost Not Purchasable
Ammunition N/A
Crafting
Constructible? Checkmark False.png
Deconstructible? Checkmark True.png
Deconstructor Materials N/A

The Sulphurite shard's only purpose appears to be that it can be put into a Deconstructor to get Sulphuric Acid.

Trivia[edit | edit source]

  • 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.
  • A Moloch is sometimes found instead of an artifact at the end of salvage missions in the quest "Salvaging an artifact", as they emit the same kind of infrasonic signals. Killing the misleading creature will still be considered a success.
  • 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.
  • Since the Thermal Artifact is only active when inside a submarine's hull, it suggests that the Thermal Artifacts were likely used by it's creators to defend their territory.
  • 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.
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