Barotrauma ядерный реактор

Monster Missions[]

Monster Missions are the more dangerous ones as they require the player to terminate certain Creatures of Europan ocean. but they pay well especially for taking down many dangerous and deadly Creatures. In Campaign, these Missions can be unlocked in every Outpost.

There are six available Monster Missions:

Killing A

The player is sent to kill an aggressive Creature that has been terrorizing Submarines. After doing so, the player can either return to the Outpost they’ve just left or reach the end point of the destination to receive their reward. Aside from the inherent danger in fighting these Creatures, the Mission is rather straightforward.

There are three possible Creatures that need to be eliminated:

Killing a Moloch
Info
Target Moloch
Reward 5,000 Marks

+10 RPOutpost

Moloch

Killing a Hammerhead
Info
Target Hammerhead
Reward 3,000 Marks

+10 RPOutpost

Killing a Hammerhead
Info
Target Golden Hammerhead
Reward 3,000 Marks

+10 RPOutpost

Hammerhead

There are two variations of this Mission:

Hammerheadid: killhammerhead

Golden Hammerheadid: killhammerheadgold

Killing a Matriarch
Info
Target Hammerhead Matriarch
Reward 6,000 Marks

+10 RPOutpost

Matriarch

The swarm includes 2-3 Hammerheads and sometimes a Golden Hammerhead.

Aggressive Hammerheads

This Mission is identical to Killing a Matriarch, only there are more Hammerheads in the swarm accompanying the Hammerhead Matriarch. The reward is also 6,000 mk.

The swarm includes 3-5 Hammerheads and sometimes a Golden Hammerhead.

Terminate A Swarm

Terminate a Swarm
Info
Target Crawler
Reward 2,600 Marks (Small)

3,500 Marks (Large)

+10 RPOutpost

The player is sent to kill a swarm of aggressive Crawlers that has been terrorizing Submarines. The Crawlers that must be killed will be marked on the Sonar screen. Once all of these Crawlers have been killed, the Mission will be complete and the player can return to the Outpost they’ve just left or reach the next destination to receive the reward. Aside from the inherent danger in fighting a large group of Crawlers, the Mission is straight-forward.

There are two scenarios in this Mission:

Small swarm: 8 Crawlers.

Terminate a Thresher Swarm
Info
Target Tiger Thresher
Reward 6,000 Marks

+10 RPOutpost

Terminate a Thresher Swarm
Info
Target Bone Thresher
Reward 6,000 Marks

+10 RPOutpost

Terminate A Thresher Swarm

The player is sent to kill a large swarm of aggressive Threshers that has been terrorizing Submarines. The Threshers that must be killed will be marked on the Sonar screen. Once all of these Threshers have been killed, the Mission will be complete and the player can return to the Outpost they’ve just left or reach the next destination to receive the reward. Aside from the inherent danger in fighting a large group of Threshers, the Mission is straight-forward.

The swarm consists of 5-10 Tiger Threshers and 1-4 Bone Threshers.

Salvaging a Derelict
Info
Target Carrier
Reward 1,000

Salvaging A Derelict NOT ACTIVE

A small cargo submarine, carrying dangerous chemicals (presumably Velonaceps Calyx eggs) went missing two months ago. While initially assumed lost, the vehicle’s emergency beacon was recently activated, and the player is sent to investigate.
Upon arrival, it is revealed that the submarine has been infested with a parasite and turned into a Carrier, which must then be killed.

Beast from the Abyss
Info
Target Endworm
Reward 10,000

An Endworm has appeared in the nearby waters, causing all submarine travel in the area to be cancelled. The player is asked to kill the destructive foe, and is promised a hefty reward of 10,000 credits for the deed. Aside from the inherent cataclysm that always results from facing an Endworm, the mission is rather straightforward.

Barotrauma не запускается. Ошибка при запуске. Решение

Barotrauma установилась, но попросту отказывается работать. Как быть?

Выдает ли Barotrauma какую-нибудь ошибку после вылета? Если да, то какой у нее текст? Возможно, она не поддерживает вашу видеокарту или какое-то другое оборудование? Или ей не хватает оперативной памяти?

Помните, что разработчики сами заинтересованы в том, чтобы встроить в игры систему описания ошибки при сбое. Им это нужно, чтобы понять, почему их проект не запускается при тестировании.

Обязательно запишите текст ошибки. Если вы не владеете иностранным языком, то обратитесь на официальный форум разработчиков Barotrauma. Также будет полезно заглянуть в крупные игровые сообщества и, конечно, в наш FAQ.

Если Barotrauma не запускается, мы рекомендуем вам попробовать отключить ваш антивирус или поставить игру в исключения антивируса, а также еще раз проверить соответствие системным требованиям и если что-то из вашей сборки не соответствует, то по возможности улучшить свой ПК, докупив более мощные комплектующие.

Команды консоли Barotrauma — Отладка

В игре

autoitemplacerdebug: отладочная информация для автоматического размещения элементов
calculatehashes : MD5-хэши файлов.
checkcrafting: Проверяет создание предметов и рецепты
debugai: режим отладки AI
debugdraw: режим отладки отрисовки
disablecrewai: отключает членов экипажа ИИ
disableenemyai: отключает ИИ врагов.
dumpentitytexts : описания каждого префаба сущности
dumpeventtexts : каждый файл событий
dumptexts : указанный файл .xml в файл .txt.
editcharacters: редактор персонажей
editevents: редактор событий
editlevels: редактор уровней
editparticles: редактор частиц
editsprites: редактор спрайтов
editsubs: редактор подводных лодок
enablecrewai: позволяет членам экипажа ИИ
enableenemyai: включает врагов ИИ.
eventmanager: главный менеджер событий
findentityids : entityID указанного объекта.
fpscounter: переключает FPS
game: просмотр игры
gender [Male/Female/None]: переключение пола
head : спрайт головы
hudlayoutdebugdraw: Включает режим отладки отрисовки HUD
interactdebugdraw: переключает режим отладки отрисовки взаимодействия элементов
itemlist/items: все префабы предметов
jointscale : масштабирование сустава для персонажа
limbscale : масштабирование конечностей персонажа
listtasks: все асинхронные задачи
loadtexts : текст из файла .txt в .xml.
loadwearable : выберите определенную загрузку задания
lock: заблокировать движение (основная подводная лодка)
lockx: для блокировки движения (основная подводная лодка) x (влево / вправо)
locky: заблокировать движение (основная подводная лодка) y (направление вверх / вниз)
mainmenu/menu: Главное меню
messagebox [default/in-game]: создает окно сообщения
race : устанавливает расу
ragdoll : тряпичная кукла персонаж
ragdollscale : для определения масштаба ragdoll
recreateragdoll : воссоздать тряпичную куклу
reloadwearables : перезагружает спрайты всех конечностей и одежды.
resetragdoll : сбросить ragdoll
showperf: Включает статистику HUD
showseed: семена текущего уровня
spawnsub : создать субмарину
starttraitormissionimmediately: чтобы пропустить задержку миссии предателя
toggleaitargets: переключает видимость целей ИИ.
togglehud: переключает нижние элементы HUD
toggleitemhighlights: эффект выделения элемента
toggleupperhud: переключает верхние элементы HUD
triggerevent : случайное событие
updatetextfile [sourcefile.txt/.xml] [destinationfile.txt/.xml]:
verboselogging: переключает ведение подробного журнала

Сеть

netstats: Статистика сети
simulatedduplicateschance : имитирует дублирование пакетов в сетевых сообщениях.
simulatedlatency : имитирует задержку в сетевых сообщениях.
simulatedloss : имитирует потерю пакетов в сетевых сообщениях.
steamnetdebug: Включает Steamworks

Артефакты в Barotrauma

Существует 5 типов артефактов:

  • Термический. Излучает непрерывный огонь, очень распространенный и простой в использовании.
  • Насонов. Привлекает существ, самых опасных, довольно редких. Будьте очень осторожны, когда выходите из комнаты с этим.
  • Фарадей. Испускает электрические импульсы, разрушающие окружающие системы. Может быть очень опасным, если использовать его неправильно.
  • Психоз. Сводит людей с ума. Редкий и не очень опасный.
  • Скайхолд. Откачивает кислород из комнаты. Умеренно редкий и не очень опасный. Если шлюз не закрывается, вы всегда можете поставить его в закрытое помещение.

Antidotes[]

Chemicals required to cure .

Stabilozine can also be used to treat poisons excepting Paralysis.

Chemical Description Usage Crafting Store
Afflictions Uses Duration (Seconds) Level Components Craft time (seconds) Level
Calyxanide Cures the user of the Husk Infection if used before it is fully developed and with proper skill.

Deals Internal Damage to fully developed Husks.

(-4/s | -1/s)* (-40)*
(+3/s)* (Husked Humans)(+4/s)* (Natural Husks)
2 | 1 11 | 20 38 Velonaceps Calyx Eggs (25%)*Broad-spectrum AntibioticsStabilozine 60 22 225-275 (5)*
Deliriumine Antidote Cures Deliriumine Poisoning and treats Psychosis over time. (-100 | -25)*(-13.2 | 0)*(-0.33/s | 0)* 2 | 1 21*
| 1
41 Deliriumine (50%)*Stabilozine 60 25 112-137 (5)*
Morbusine Antidote Cures Morbusine Poisoning. (-100/s | -1/s)* (-25/s)* 2 | 1 2 | 30 44 Morbusine (50%)*Stabilozine 60 315-385 (5)*
Cyanide Antidote Cures Cyanide Poisoning. (-100/s | -1/s)* 2 | 1 2 | 30 42 Cyanide (50%)*Stabilozine 60 26 112-137 (5)*
Sufforin Antidote Cures Sufforin Poisoning. (-100/s | -1/s)* 2 | 1 2 | 30 40 Sufforin (50%)*Stabilozine 60 24 112-137 (5)*
Antirad Cures Radiation Sickness. (-100 | -25)* 2 | 1 2 50 Radiotoxin (50%)*Stabilozine 60 35 112-137 (5)*
Anaparalyzant Cures Paralysis. (+800/s | +6.5/s)*(Cured | -6.5/s)*(+5/s | +0.75/s)* 2 | 1 2 | 60 64 ParalyzantStabilozine 30 24 180-220 (5)*

Obstacles[]

Rooms in the ruins sometimes contain traps.

Motion Activated Turret

This trap features a motion sensor activated turret that periodically switches on and off. It is powered by an Alien Power Generator, and can be disabled by removing the Alien Power Cell within.

Three Buttons

This obstacle features a door locked by a simple puzzle. It has 3 buttons, each of which toggle one or more of 3 lights. When all 3 lights are lit, the door opens.

Timed Button

This door has 2 lights beside it. One of the lights periodically turns on and off. When the button is pressed while the light is turned on, the second light lights and the door opens.

Trivia[]

  • The Moloch Boss’ internal ID used to be «Molochboss»; in version 0.9.10.0, it was changed to «Moloch_m».
  • Before version 0.3.2.0, Molochs were unable to damage players, but tried to regardless. This resulted in the popularity of a ‘rush’ strategy to deal with them: divers would swim to the Moloch and strike it with the least efficient weapon, distracting the creature from the comparatively vulnerable submarine and slowly wearing out the monster. The issue was fixed in 0.3.2.0, and the strategy abandoned.
  • Interestingly, the Moloch’s code doesn’t include direct damage values against structures, instead transferring kinetic energies to yield the same result and create hull breaches.
  • Molochs bear a resemblance to the extinct Dollocaris as it has a similar body plan, and may have been based on them.
  • Black Molochs when nearby the sub cause the navigation terminal to display heat as if there are volcanos attacking you
  • Molochs are sometimes found instead of an artifact at the end of salvage missions in Mission Mode or Campaign, as they emit the same kind of infrasonic signals. Killing the misleading creature will still be considered a success.

Mechanics

Pets are hatched from Strange Eggs, which are purchasable in Store, found rarely in wrecks (5%), or laid by their respective Pet. The Saline can be put inside the Egg, which causes it to hatch immediately.

Pets generally cannot interact with anything but only wander aimlessly through the hulls while occasionally making idle noises and require attentive care from the crew every now and then. They do not require air to breathe nor get crushed by high pressure when deep underwater. However, they are fragile, unarmored, and non-aggressive as they are easily killed and will flee when severely injured.

They can also be named with the use of the Pet Name Tag being put inside one of their two available inventory slots that can only be accessed when alive and grabbed by the player.

Pets have two needs: Happiness, which decreases overtime, and Hunger, which increases gradually.

Sufficiently happy and fed pets will produce non-poop products, and at extremely high happiness will sometimes lay eggs. Better fed and happier pets will produce items more frequently.

Hunger

Feeding pets reduces their Hunger and slightly increase Happiness. There are three types of Pet Food that can be fed to Pets: type 1, type 2, and type 3. Each species of Pets can only consume a specific type of Pet Food.

Pets will also eat the dead when hungry.

Pet Diet
Food Item Pets
Pomegrenade All
Raptor Bane
Mutated Pomegrenade
Mutated Raptor Bane
Saline
Blood Pack Peanut
Ethanol Psilotoad Cthulhu
Aluminum Orange Boy
Copper
Iron
Lead
Tin
Titanium
Steel Bar
Titanium-Aluminum Alloy

Happiness

Playing with Pets will increase their Happiness. Pets can be played with once every 6 seconds.

Feeding pets will also slightly increase their Happiness.

Produce

Pets periodically produce goods that can be used, deconstructed, or sold. They produce more often the happier and better fed they are.

Pet Produce
Pet Product Description Required Happiness
All Poop Poop.
Peanut Mucus Ball Deconstructs into Bandage, Paralyxis, and Calcium. 50
Strange Egg Spawns a Peanut, can be sold for profit. 80
Psilotoad Hallucinogenic Bufotoxin Weak anti-paralyzant, deconstructs into Saline and Paralyxis 50
Strange Egg Spawns a Psilotoad, can be sold for profit. 80
Orange Boy Chitin Chunk Used in crafting Chitin Helmets 50
Strange Egg Spawns an Orange Boy, can be sold for profit. 80
Cthulhu Strange Egg Spawns a Cthulhu, can be sold for profit. 80
Barotrauma

Processed Materials[]

Processed Materials can be made by using certain raw materials in the Fabricator or Medical Fabricator.

Material Price Research Price Military Price Colony Price Habitation Price Mine Notes Crafting Materials Mechanical Skill
Ballistic Fiber 125 125 125 110 N/A Used for manufacturing Security Gear. PlasticTitanium 40
Flash Powder 120 120 N/A N/A N/A Used for crafting Flares, Sufforin, Compound N, Stun Grenades.

Explodes if it impacts a surface hard enough.

MagnesiumPotassium None
Plastic 40 40 40 40 N/A Used for manufacturing certain tools, weapons, equipment, FPGA Circuits and C-4 Blocks. SiliconCarbon 20
Rubber 10 10 10 20 N/A Used to craft Diving Suits, Diving Masks, Wires and Paint. Deconstruction of Diving Suits and Masks, Wires and Paint canisters is the only source. N/A
Titanium-Aluminium Alloy 200 175 200 200 122 Used for manufacturing the Diving Suit, and Piercing Ammunition for Coilgun. TitaniumAluminium 30
Steel Bar 25 25 25 30 17 Used for manufacturing tools, weapons, fuel rods, equipment and sirens. CarbonIron 20

Function and Usage[]

Ammunition Boxes have a distinctly shaped storage shelf to store spare boxes, and are loaded into Coilgun Loaders. Coilgun Loaders must be linked to Coilguns in the submarine editor for the Coilgun to draw ammunition from it. Loaders do not require power or wiring. A single Loader can be linked to multiple Coilguns, and a single Coilgun can be linked to multiple Loaders. A Coilgun linked to multiple Loaders will draw a fraction of a bullet from each Ammunition Box and combine the effects of each, for example combining Piercing and Explosive Boxes result in Coilgun bolts that pierce enemies and explode on the way through. Multiple Loaders with the same type of Ammunition Box do not increase effects or damage but still increase the number of available shots to the Coilgun, with each box supplying 200 shots when full. The quantity of ammunition that remains in linked Loaders is shown as a colored bullet at the top of the screen while in the Periscope or while interacting with the Loader. Green means full, yellow is partly empty, red is nearly empty, and an entirely grey bullet is completely empty. When an Ammunition Box is empty it should be removed from the Loader, a fresh Ammunition Box reloaded to replace it, and the empty box recycled in the Deconstructor for its Aluminium.

The Periscope is where a crewmember operates the Coilgun. In the submarine editor, the Periscope must be wired to the Coilgun where the Periscope’s position_out pin connects to the Coilgun’s position_in pin and the trigger_out pin connects to the Coilgun’s trigger_in pin. Though it is possible, it is not recommended to connect multiple Coilguns to a single Periscope because the camera will center on the average position of the connected Coilguns and the crosshair will very likely not represent the location the Coilguns are aimed at. Only one crewmember can operate a Periscope at a time. The connected Coilgun is aimed using a crosshair that replaces the mouse when interacting with the Periscope. The camera will be centered on the Coilgun which also projects in a narrow, long cone towards where the Coilgun is aiming, useful for seeing potential targets or generally observing the outside of the submarine. This light can be toggled using the toggle_light wiring pin. The Coilgun’s bolts travel at a relatively fast pace but lead must be taken for fast or distant moving targets, as well as taking the motion of the submarine into account. The trails left by the bolts can assist in the aiming process.

The Coilgun itself requires short bursts of intense power output, the kind of which is provided by a Supercapacitor. Batteries and the Reactor do not posses the burst power output that the Coilgun requires. The Coilgun is recommended to use multiple Supercapacitors, but for simplicity singular language is used here. Power is provided from the Supercapacitor by wiring the Supercapacitor’s power_out pin to the Coilgun’s power_in pin.The power level of a linked Supercapacitor is shown by a green bar at the top of the screen just above the ammunition indicator. The power required for a single shot is shown by a vertical white bar, usually very little because of the Coilgun’s fast fire rate of 200 rounds per minute. Each time the Coilgun fires, a small amount of power is drawn from the linked Supercapacitor. Attempting to fire the Coilgun when no ammunition is in the Loaders will not drain the capacitors, likewise attempting to fire with ammunition loaded and no stored power will not drain ammunition.

Coilguns generally posses limited arcs of fire, to avoid potential damage to the submarine to which they are mounted. These can be set in the submarine editor by selecting the Coilgun and either dragging the yellow boxes upon the Coilgun sprite or typing values into the Rotation Limits fields in the information box until the arc between the dark green lines with the pale green line at the center defines the required arc of fire.

Poisons[]

Chemicals that have no medical usage, but are instead used to kill Creatures and other players.

Chemical Usage Crafting Store
Description Afflictions Uses Duration (Seconds) Components Craft time (seconds) Level
Raptor Bane Extract If the victim is a Mudraptor, it greatly harms them and is usually lethal within 12 seconds.

Otherwise, it inflicts the victim with nausea, merely greatly slowing them and causing them to periodically vomit.

If a Mudraptor: (+10/s)*If not a Mudraptor:(+5/s)* 2 21 Raptor Bane x4 35 20 250-325 (2)*
Morbusine Inflicts victim with Morbusine Poisoning and slows their movement by 20%.

Drains oxygen from the victim, the effect increasing over time.

It is cured with the .

Unable to kill huge monsters like Molochs and Matriarchs, burns 100 of their vitalitycitation needed, oxygen drain being ignored.

(+2/s)*(+7/s — +15/s)* 2 Sulphuric AcidDeusizine x2 90 58 585-715 (3)*
Sufforin Inflicts victim with Sufforin Poisoning.

Has no effects initially. At 30 strength the screen starts to blur heavily. At 90 strength the the victim loses vitality, losing 100 vitality at 100. This is lethal to most humans.

It is cured with the .

Huge monsters like Molochs and Matriarchs are immune.

(+2/s)* 2 Sulphuric AcidFlash Powder 90 60 180-220 (3)*
Cyanide Inflicts victim with Cyanide Poisoning and slows their movement by 20%.

Movement penalty, screen distortion and blur increase over time.

At 40 strength the victim start losing up to 70 Vitality.

At 70 strength the victim is stunned and vitality loss starts increasing to 100. This is lethal to most humans.

It is cured with the .

Able to stun huge monsters like Molochs and Matriarchs, burns 100 of their vitality.

(+1/s)*(at 70)* 2 Chloral HydrateSodium 90 54 180-220 (3)*
Radiotoxin Inflicts victim with Radiation Sickness, which causes Burns until cured.

Applies half the radiation sickness when fired from a Syringe Gun.

It is cured with .

Able to kill huge monsters like Molochs and Matriarchs.

(+8/s)* (+4/s)*
(+0.025/s — 0.1/s)*
2 6 ThoriumUranium 90 56 180-220 (3)*
Deliriumine Inflicts victim with Deliriumine Poisoning, increasing Psychosis strength over time.

Deliriumine is a non-lethal poison.

It is cured with the .

(+1/s)*(+1/s)* 2 Dementonite Bar 90 50 225-275 (3)*
Paralyzant Inflicts victim with Paralysis, gradually slows their movement to 90%.

The affliction strength and movement penalty increase over time, at 100 (100 seconds) the victim will be Stunned until treated.Paralyzant is a non-lethal poison.

It is cured with the .

Able to stun huge monsters like Molochs and Matriarchs.

(+1/s)*(at 100)* 2 Chloral HydrateParalyxis 56 40 315-385 (3)*

Barotrauma читы

ballastflora infect: заражает случайную помпу
ballastflora growthwarp : + скорость роста
enablecheats: для включения читов
explosion : создает взрыв
fire: создает огонь в том месте, где вы указываете
fixwalls/fixhulls: заполнить все стены
fixitems: восстановить все элементы
freecam: бесплатная камера
giveaffliction : недуг для персонажа
godmode: режим бога
godmode_mainsub: божественный узел для главной подводной лодки
heal : лечить персонажа
killmonsters: убить монстров всех уровней
lighting: переключает освещение
los: Переключить окклюзию линии прямой видимости
oxygen/air: кислород в каждой комнате 100%
power: для всех ядерных реакторов
respawnnow: вызвать возрождение
revive : оживить персонажа
setclientcharacter : дает контроль над персонажем
setskill [all/indentifier] [max/level] : для установки навыков
spawn [creaturename/jobname] [near/inside/outside/cursor]: для создания существ
spawnitem [item name/identifier] [cursor/inventory/cargo/random/]: для создания предметов
teleportcharacter : в позицию курсора
teleportsub [start/end/cursor]: телепортировать подводную лодку в позицию курсора
upgradeitem : для улучшения предметов
water: переключает воду, щелкните левой кнопкой мыши> добавляет, щелкните правой кнопкой мыши> сливает

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.
  • A Moloch is sometimes found instead of an artifact at the end of salvage missions in the quest «», as they emit the same kind of infrasonic signals. Killing the misleading creature will still be considered a success.
  • As of , 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.

Питомцы

Питомец Странное яйцо Наименование питомца Что производит

Слизеподобное существо, выделяющее слизь.

  • Шарик слизи — перерабатывается в: Бинты, Параликс и Кальций
  • Куча какашек — можно переработать в Углерод
  • Яйцо Арахиса — можно продать или вырастить еще питомца

Существо, похожее на помесь слизняка и жабы.

  • Галлюциногенный буфотоксин — перерабатывается в: Физиологический раствор и Параликс.
  • Куча какашек — можно переработать в Углерод
  • Яйцо Арахиса — можно продать или вырастить еще питомца

Похож на ракообразное существо

  • Хитиновый кусок — перерабатывается в: Углерод и нужен для создания Хитинового шлема (Хитин+Углерод)
  • Куча какашек — можно переработать в Углерод
  • Яйцо Арахиса — можно продать или вырастить еще питомца

Ктулху фхтагн! Может летать, больше почти ничего не может.

  • Куча какашек — можно переработать в Углерод
  • Яйцо Арахиса — можно продать или вырастить еще питомца

Миссия по спасению артефакта

Для этой миссии есть две варианта прохождения. Первое прохождение состоит в том, чтобы отправить одного или двух человек максимум, чтобы исследовать окрестности и проверить опасность миссии. Если дайверы не слышат и не видят инопланетян, они могут взять на себя инициативу, чтобы выполнить миссию в одиночку или со своим другом. Предпочтительно, тот, кто несет артефакт, должен будет проверить и запомнить положение подводной лодки благодаря. Также нужно будет поместить артефакт на плоскую поверхность или чашу, чтобы артефакт не утонул в пропасть.

Если исследовательская группа обнаруживает миссию, которую трудно выполнить без оружия или людей, тогда нужно предупредить команду по радио, либо просто вернуться обратно. Все остальное решать капитану. Этот метод ограничивает риски и требует определенного профессионализма, начиная от капитана заканчивая дайверами.

Второй вариант прохождения подразумевает отправку агентов безопасности и помощников (иногда даже капитан захочет ими стать, хотя это не рекомендуется) и всех, кто компетентен в оружии, на штурм этой миссии. В общем, эта школа может позволить себе исследовать руины одновременно. Оставайтесь вместе, если не указано иное, и все должно быть хорошо.

Объекты, необходимые для этой миссии: сонар, плазменный резак, кислородные баллоны. Остальное нужно брать по ситуации или по приказу капитана.