Overview
NOTE: This is a “short” guide targeted for players who want to learn the basics and start playing. If you’re expecting a full guide, please seek other. It took me 2 days to make this guide, if people will like it, I will probably write about biomes and gameplay features. Apologies in advance for grammatical errors.
Introduction
Welcome to Europa. Our signal with earth has been lost 50 years ago, now we have to survive and confront all the danger that Europa have sent to us. Even other humans cannot be trusted anymore, pirates are common nowadays.
Since it’s a laconic guide, we’re going to discuss everything pretty short, so let’s begin.
NEW GUIDE!
[link]First steps
For first, you would probably do is trainings. They don’t fully describe the job, but still useful.
Assistant – self-explanatory, you assist everyone in something. They don’t have real task except just learning.
Mechanic – Keep submarine’s hull and mechanical systems in a good condition. Main tool: Wrench, screwdriver can be useful too. You have to fix: engine, reactor (breaks only if blew up or exposed to water), pumps, etc.
Engineer – Keep electrical system in a good condition. This job has more stuff to do because there a lot more electrical systems than mechanical. Main tool: screwdriver.
Medic – Self explanatory too, keep your crew health in a good condition. NOTE: Do not heal players who are slightly injured, this is going to be a waste of resources. We will talk about medical system later.
Security – Keep your crew safe. You will have to operate guns and fighting intruders. Or maybe guarding your captain.
Captain – Navigation of the submarine and commanding the crew. Also alerting crew of incoming hostiles, such as monsters on a sonar. As any normal crew member you should obey the captain, if he is sane of course.
Monsters
Here are all monsters that you are going to encounter. Monsters spawn depends on the biome. Biomes: WIP.
NOTE: This list is based off my opinion and experience, you may have other looks about the monsters, and I can be wrong too. If I am, please notice in the comments.
Crawler | Danger: 2/10, In swarm: 5/10, Big swarm: 7/10, In submarine: 4/10, Swarm Sub. 8/10.
Have less than 100 health points. They are weak by themselves, but do not underestimate them. In swarm, they are a lot more dangerous. Big swarm can destroy hull and get into the submarine very fast and most likely kill almost everyone. The weak point is that they are cannibals, so you have to shot one down and other crawlers going to eat their mate as soon as possible. Drops: Alien blood 1x, with small chance crawler mask.
Mudraptor | Danger: 4/10, In swarm: 6/10, In submarine: 7/10
An armored creature. Mostly swims alone or in a swarm of 2-3 individuals. Poses a great threat in the submarine and breaks through doors easily. 1-2 shots from a shotgun is enough to stop them. Drops: Hydroxyapatite 1x, with small chance, mudraptor egg or mudraptor shell.
Husk | Danger: 2/10, In submarine: 6/10
Husk, or Velonaceps Calyx, A human creature under control of a parasite, if you got bitten, you have a small chance of being infected. About treatment and other, we will talk later. After a bite, husk regenerate some of its health, so you’d better run if you don’t have any weapon, knife won’t help much. Diving suit, however, lower chance of infection. Drops: 30% chance: Velonaceps Calyx Eggs, Husk stinger.
Husk Crawler | Danger: 5/10, In submarine: 6/10
Crawler who has been infected by a husk. Has 80 health points and 50% chance of infecting. Diving suit, however, lower chance of infection. Spawns rarely in Europan ridge biome. Drop: Alien blood, 30% chance: husk stinger or Velonaceps Calyx Eggs.
Spineling | Danger: 3/10, In swarm: 5/10.
Weak creature with a unique ability, it can hurt you through the submarine. Launches sharp needles which penetrate submarine and cause lacerations. Drop: Nothing
Hammerhead | Danger: 5/10, if 2 or more: 7/10,
A very fast creature which crushes into your submarine at high speed. It’s pretty kill-able from coilgun and one shot from railgun. NOTE: His head is armored, shooting body is more effective. Drops with 100% chance: Swim Bladder and Alien Blood
Golden Hammearhead | Danger: Same as HH
Weaker than regular hammerheads, but a lot faster. Same drop as hammerheads.
Tiger Thresher | Danger: 4/10, In swarm: 6/10
Tiger threshers are not really dangerous by itself, they have long body and don’t really pose a great threat, but in swarm it’s pretty much dangerous. Coilgun would be enough, if swarm is big, explosives such as C4 will help.
Bone Thresher | Danger: 6/10, In swarm: 7/10
A stronger version of Tiger Threshers. Armored body, but their head is the weak point. Railgun recommended.
Hammerhead Matriarch | Danger: 8/10
Big creature which tries to ram into your submarine with a suicide attack. Upon an impact, releases a lot of small hammerheads spawns. They aren’t dangerous by itself, but may pose a threat in a large group, which they always spawn in.
Moloch | Danger: 8/10
Moloch may look very dangerous at first look, and you will be right. However, they are completely blind. If you need to escape it, a decoy depth charge will help greatly, just make sure to turn off the sonar. To kill it, you need to fully load 5 railgun shells with explosives, and make sure to shoot the unprotected part (shooting his shell consumes 90% of damage), it will stun him for about 5 seconds, which is enough for railgun to reload and shoot again. 5 shots was enough to take him down.
Black Moloch | Danger: 9/10
Another moloch variant is a black moloch. Their attacks are weaker, but they emit a large scaled EMP effect during the attack, which kills electronics. It also emits orange ovals on the sonar, similar to the volcano.
Baby moloch | Danger: 6/10
Baby moloches won’t attack by itself, but If alerted, they will emit loud noise attracting a grown moloch to protect them.
Watcher | Danger: 6/10
At first, he is neutral, but causes a psychosis and nausea effect on the crew. Buffs nearby creatures with buffs. But as any other creature, he has a weak point. Shooting his eye multiplies damage by 5x.
Сharybids | Danger: 9/10
A large and fast creature, living in the abyss. With its health and speed, it is advised to avoid it.
Fighting a Charybdis on open sea is a death sentence, but still possible. A decoy will distract it from your submarine, just make sure to turn off the sonar. His tail tip and head is armored, and absorbs 75% of damage, however, shooting in his open mouth multiples damage by 5, and should therefore be targeted whenever the opportunity comes.
Thalamus | Danger: 9/10
Spawns only on a wrecked sub, can pull the submarine like a scorpion from Mortal Kombat and has its own “Coilguns” and melee weapon. They also produce Leucocytes which die from 1-2 shots from a revolver, but they can paralyze you. It is recommended to bring anaparalyzant and a lot of ammunition with automatic guns. The only way to kill thalamus is to kill his brain, which is located inside the sub. You can either blow it up or destroy it from a shotgun.
Endworm | Danger: 10/10
Lord of the abyss, a gigantic and extremely fast creature. Circles around the submarine before attack and considered as the final boss of the Barotrauma. His roar also emits a large orange waves on sonar. However, it is possible to kill it in 30-60 seconds. Decapitate it, carefully aiming for the armor plates surrounding the head and the soft flesh beneath it. This will make endworm bleed out very fast.
Medicine System
Barotrauma has a very detailed medical system, each injury needs its own treatment, well.. almost..
Every job has it’s own medical skill, it determines with what chance drug usage will be successful, if skill is not big enough, you’re going to fail and lower the efficiency of drug.
Job’s medical skills:
Medical Doctor: 40-50
Security Officer: 25-35
Engineer: 15-25
Mechanic: 15-25
Assistant: 15-25
Captain: 5-10
NOTE: There are other drug, but i wrote only common one!
List was made on my opinion and experience, i may be wrong. Ff i am, please say in the comments.
PAINKILLERS
NOTE: May cause Opiate Addiction
Deusizine – Not recommended
Fentanyl – Not recommended
Morphine – Recommended if given by Medical Personnel
Opium – Decent
Hyperzine – Not recommended
Tonic Liquid – Not recommended for healing, only buff
Pomegrenade Extract – Recommended
BLOOD SUBSTITUTES
Saline – Recommended as non med. personnel
Blood pack
HEMOSTATICS
Bandage – Recommended as non med. personnel
Plastiseal – Recommended as Med. personnel
Antibiotic Glue – Not recommended
FIRST AID KIT:
Bandage 6x min.
Blood Pack 1-2x
Morphine or other painkiller 1-3x
Note: I didn’t wrote all causes for some afflictions, only common.
Burn
Causes: Fire, Electrical systems electrocution
If left alone: Stays
Treatment: Bandage, Plastiseal
Internal Damage, Bite Wounds, Blunt Force Trauma, Deep Tissue Injury, Gunshot Wound, Lacerations, Organ Damage.
<–CPR performed by a Character with medical skill below 20, engine propellers
<–Monsters
<– Environmental impact or Blunt weapon
<–Explosives
<–Firearms
<–Monsters, sharp weapons
<–Medical items – Broad-spectrum Antibiotics, Methamphetamine, Liquid Oxygenite, Antibiotic Glue
If left alone: Stays
Treatment: Pomegrenade Extract (Low heal effect), Opium, Morphine, any other painkiller
Bleeding
Causes: Monsters, Sharp weapons
If left alone: Decays
Treatment: Bandage, Plastiseal, Antibiotic Glue
Bloodloss
Causes:
If left alone: With bleeding: Grows; Without bleeding: Decays
Treatment: Saline, Blood Pack, Alien Blood (Causes Psychosis)
Husk Infection
Causes: Husk, Husked Crawler, Velonaceps Calyx Eggs
Infected icon is hidden until infection reaches 30%. Can be seen instantly with Health Scanner HUD
If left alone: Grows
Treatment: Calyxanide heals instantly, won’t help if infection already took over. Broad-spectrum Antibiotics will heal it too ONLY IF: infection didn’t passed 30%, also will require 2 doses. Second dose should be injected when infection descends to 1-2%.
Oxygen Low
Causes: O2 Lacking
If left alone: Without O2: Grows, With O2: Decays
Treatment: Liquid Oxygenite, Methamphetamine<-(Recommended), Deusizine
Stun (Prevents actions and movement)
Causes: Impact
If left alone: Decays
Treatment: Methamphetamine, Hyperzine
Psychosis
Causes: Anabolic Steroids, Alien Blood,
Imaginary fires, floods, sounds and disappearing enemies.
If left alone: Decays
Treatment: Haloperidol, Deliriumine Antidote