Events

Last updated for version: 0.10.5.1
Current game version: Go To The Official Barotrauma Wiki

*Main article:* Campaign

In these **Events**, a scenario is presented to the player, informing them of their surroundings, the current situation, and what's about to come next. Then they are given some choices which can lead to different paths of the scenario, ultimately leading to different outcomes of the whole Event. Depending on the choices made by the player and many other factors such as the RP of a related Faction, the skill sets, pure luck, etc...the outcome commonly includes getting afflictions, getting attacked by others, losing marks, earning marks, losing and earning RP in an Outpost or specific Factions, and everything in between.

There are 22 Regular Events and 5 Outpost-specific Events.

* Money related Events don't take money value into account where if the player has less money than the choice requires, the choice still leads to the same outcome as if the player has money even when they have 0 mk on them. Only some of these have been patched as of v0.10.5.0.
* Item related Events where the aftermath of some choices fails to spawn items as prizes in the inventory. (i.e: Sleight of Hand)

Page will be updated accordingly.

# Regular Events

**Regular Events** can occur randomly in any given Outposts. Most of these Events can have a big impact on the RP of the current Outpost and certain Factions involved.

## Skill Check

These are Events that have **Skill Check** elements and require the player to be an expert in a certain field in order to pass those Events easily or yield their best outcome possible.

###  Giving Directions

A. You almost run into someone wearing a captain's uniform. You can tell by their appearance that they are a visitor here and their time hasn't been pleasant. They're studying a map closely and seem deeply concerned about what they see. A revolver hangs loosely from their belt. They mutter a quick apology before returning to the map.

**A shame.** (End of Event)

**A job well done.**
**Outcome:** +5 **Helm**.

**Uh oh.**
**Outcome:** Offensive NPC.

**Neat, free gun.**
**Outcome:** **Revolver** loaded with **Revolver Round** x3.

###  Sound in The Vent

A. You hear a strange scraping sound coming from a nearby vent. Curious, you peer through the slats of the vent cover, but it's far too dark in there to see anything... A moment later you hear the sound again, you're sure of it!

**Outcome:** Left Arm 18%  **Lacerations**: -15 **Vitality**.

**Outcome:** +1,000 mk.

**Outcome:** Spawns 3 Mudraptors in 1.5s.

**Outcome:** Only spawns a Mudraptor in 1.5s.

**A foreshadowing?** (End of Event)

**Bah!**
**Outcome:** +5 **Helm**.

**Take a deep breath.** (End of Event)

###  Good Samaritan

A. You come across an unconscious worker. There are no signs of violence and nobody else is around.

**Eh, that's the best I can do for now.** (End of Event)

**Outcome:** +10 RP**Outpost**.

**Outcome:** -1**Naloxone**, +30 RP**Outpost**.

**Good job.**
**Outcome**: +5 **Medical**.

**Outcome:** +14 mk, -30 RP**Outpost**, -10 RP**Europa Coalition**.

###  Engineers Are Special

A. The engineering crew chief working on a beaten-up old shuttle engine scowls at you for a moment, as if sizing you up. (**Mechanical** 50)

**Outcome:** Discount. Not yet implemented

###  Mediator

A. Two workers are arguing loudly. What once might have been a civil discussion about inter-Europan politics has devolved into a shouting match—it isn't readily apparent how the other guy's mother factors into it.

**Outcome:** -20 RP**Outpost**, -10 RP**Europa Coalition**.

**Outcome:** +5 **Helm** (as of v0.10.5.0 it is **Electrical**), +20 RP**Outpost**, +20 RP**Europa Coalition**.

**Outcome:** 2 offensive NPCs.

**Outcome:** +5 **Weapons**, +20 RP**Outpost**, +20 RP**Europa Coalition**.

**Outcome:** -20 RP**Outpost**, -10 RP**Europa Coalition**.

## Other

The rest of the **Other** Events are ones whose outcomes are determinants purely of choices, luck-based decisions, and the crew's current standing (RP) in certain Factions at times.

###  Clown Relations part 1

A. Someone has left a toolbox in the middle of the hallway.

**Outcome:** **Bike Horn**, -20 RP**Outpost**, -20 RP**Europa Coalition**, +30 RP**Children of The Honkmother**.

###  Clown Relations part 2

**Truly, they are a scourge on Europa.**
**Outcome:** Head 3%  **Blunt Force Trauma**: -3 **Vitality**.

**Outcome:** **Bike Horn**.

###  Goblin Cooking

C. You peer into the dark vent, trying to find out where it leads. No avail—the vents here are all connected. Even if you were to, say, climb in and follow the smell, you'd stand no chance of finding the sau-, er...source.

D1. It takes you no effort to remove the vent cover and wriggle inside. The smell is now intoxicating and it seems to come from every direction. Desperate, you start crawling. Eventually the vent splits into two paths. Something clicks in your head. This isn't right.

**Outcome:** -500 mk, 67%  **Psychosis**.

**"At least it's over now."**
**Outcome:** 67%  **Psychosis**.

**Now to get back to business.**
**Outcome:** 5%  **Psychosis**.

###  Outbreak

**Outcome 1:** A randomly chosen NPC gets 53% or 70% **Husk Infection**.
**Outcome 2:** A randomly chosen NPC dies and starts turning into a Husk.

###  Mike The Idiot part 1

**All right.** (End of Event)

**Yeah, I guess it is.** (End of Event)

**...I want my money back.** (End of Event)

###  Mike The Idiot part 2

A. You run into a familiar face. It seems Mike the fortune teller has found his way here. This time he's wearing a janitor's overalls and is in the process of mopping up a puddle of what seems like someone's former breakfast.

**Good to know.** (End of Event)

**Truth.** (End of Event)

**That's too much info.** (End of Event)

###  Firefighting

**Outcome:** Right Arm 6%  **Burn**: -5 **Vitality**.

###  Sleight of Hand

**Outcome:** -500 mk.

**Outcome:** **Alien Trinket**. NOT WORKING

**Outcome:** -40 RP **Outpost**, **Alien Trinket**.

**Outcome:** **Alien Trinket**.

###  Foreshadowing

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###  Separatist Relations

**Outcome:** 2 offensive NPCs, -20 RP **Jovian Separatists**.

**Outcome:** +20 RP **Jovian Separatists**.

**Outcome:** +20 RP **Outpost**, +10 RP **Jovian Separatists**.

###  Husk Cult Relations

B. You make your way into the advertised dorm. It's the usual stuff: "Fleshbags" this and "ascension" that. The local chapter guys are very friendly and they invite you to partake of the communion.

**Outcome:** 50%  **Husk Infection**, **Calyxanide** x2, -10 RP **Outpost**, +30 RP **The Church of Husk**.

###  Black Market

"Hey! Got something for ya here if you're interested..."

Do you want to buy the pistol for 1,000 marks?

**Outcome:** -1,000 mk, **Alien Pistol** loaded with **Alien Power Cell**.

###  Husk Cultist

A. "Hello, fellow traveler!" a pale figure greets you. You're slightly taken aback by their cheerfulness. "Would you happen to have any eggs of the species Velonaceps Calyx? I'll pay good money for each one you come across in your travels." Their facade momentarily slips and you can hear them muttering under their breath. You can make out "disgusting meatsack" and something about "ascending."

**Outcome:** -1**Velonaceps Calyx Eggs**, +1,000 mk.

**Outcome:** -1**Velonaceps Calyx Eggs**, +30 RP '**The Church of Husk**, -20 RP **Europa Coalition**.

###  Fan Club

**Outcome:** +20 RP **Outpost**.

###  Husk Cult Ambush

**Outcome:** 2 offensive NPCs.

**Outcome:** 2 offensive NPCs.

**Outcome:** +20 RP **Outpost**, +15 RP **The Church of Husk**.

# Outpost-specific Events

**Outpost-specific Events** are Events unique to their respective Outpost type. These Events have no significant impact on anything major besides granting the player some job-related experience, a large sum of money, and some items as rewards provided they make the "right" choice.

## Military Outpost

There's only 1 Event unique to **Military Outposts**.

###  Big Brother

An announcement comes over the PA. "Calling the crew of the vessel that just docked. Please send a representative to see the security chief in administration." (Go [E] Talk to the Security Chief, usually in the manager office)
A. "You're one of the new arrivals? Good. I have a sensitive issue I can't trust any of my own employees with." The chief pauses for a second, sizing you up, then continues. "In usual circumstances, I wouldn't ask for help from just anyone, but I'm running out of options. Needless to say, I need you to keep this to yourself. Are you interested?"

 D. These must be the quarters the chief was talking about.

E1. You toss the mics under a bunk. When you turn around to leave, you run into a security guard. "What are you up to?" they ask.

-> The guard draws their weapon. "Microphones, huh? You need to come with me." Now would be a REALLY good time to run. (When close to the Guard)
**Outcome:** Guard turns offensive in 10s.

-> "Good work. Here's your payment. We never spoke."
**Outcome:** +2,000 mk.

-> The guard draws their weapon. "Microphones, huh? You need to come with me." Now would be a REALLY good time to run. (When close to the Guard)
**Outcome:** Guard turns offensive in 10s.

-> "Good work. Here's your payment. We never spoke."
**Outcome:** +2,000 mk.

E1. You spot a transistor radio that could possibly hold a microphone. As you're fiddling with it, a security guard calls out. "You! Come here!" You decide to comply for now. "What were you doing?" the guard demands.

-> "Good work. Here's your payment. We never spoke."
**Outcome:** +2,000 mk.

-> The guard draws their weapon. "Microphones, huh? You need to come with me." Now would be a REALLY good time to run. (When close to the Guard)
**Outcome:** Guard turns offensive in 10s.

-> "Good work. Here's your payment. We never spoke."
**Outcome:** +2,000 mk.

## Mining Outpost

There's only 1 Event unique to **Mining Outposts**.

###  Consultant

A. As you step inside the office, the manager notices you. "I suppose you're here about the situation in the mines?" he asks.

 C. The foreman is pacing back and forth, loudly arguing with someone on the radio. You only catch the tail end of their discussion. "There aren't enough diving masks for the whole crew. Even if there were, we couldn't waste the oxygen keeping them on all day long. ...No, the ventilation in the mines is connected to the rest of the outpost so we can't risk pumping it out either." Exasperated, he looks at you. "Are you here about the gas leaks?"

**Outcome:** +2,000 mk, +5 **Helm**.

**Outcome:** +2,000 mk, +5 **Medical**.

**Outcome:** +2,000 mk, +5 **Medical**.

## Research Outpost

There are 3 Events unique to **Research Outposts**.

###  Taste Test

A. In a nearby trash can, there are two small bottles of clear liquid. Both of them are labeled with a different chemical formula.

**Outcome:** **Hyperzine**, **Anabolic Steroids**, **Sulphuric Acid**.

**Not good.**
**Outcome:** 10% **Stun**, 62%  **Organ Damage**: -50 **Vitality**.

**Outcome:** **Hyperzine**, **Anabolic Steroids**, **Sulphuric Acid**.

###  Impromptu Engineering

A. A nearby research terminal draws your attention. It flickers on and off rapidly for a while, then goes dark.

**Act natural.**
**Outcome:** **Red Wire**.

**Finders keepers.**
**Outcome:** +5 **Mechanical**, **Red Wire**, **Copper**, **FPGA Circuit**.

**Ouch.**
**Outcome:** Left Arm 18% **Burn**: -15 **Vitality**.

**This is what they have insurance for, right?**
**Outcome:** **Coilgun Ammunition Box**. (Only spawns one box in the sub despite the text saying "two")

**Mission complete.**
**Outcome:** +5 **Electrical**.