recursal/Fanatic-Fandom huggingface dataset:
Harpoon Gun

Last updated for version: 0.10.6.2
Current game version: Go To The Official Barotrauma Wiki

The **Harpoon Gun** is a handheld weapon that can be acquired in *Barotrauma*.

## Function

Harpoon guns act as short-to-medium-range weaponry by firing harpoons at a high velocity. The Harpoon gun is effective both on board of the submarine and underwater, and upon striking another crew member, creature or wall, the harpoon may become lodged in the target (does not apply to the Explosive Harpoon) and can usually be recovered and reused. This property (plus the small material cost of the Ammunition) makes the Harpoon Gun a very reliable weapon.

Fired harpoons deliver a moderate amount of Damage and Bleeding, and are pretty effective at stopping the smaller denizens of Europa, such as Crawlers and Mudraptors.

It should be noted that Characters with inadequate Weapons skill (less than 30) will suffer from a greatly increased spread, greatly reducing the effective accuracy of the gun.

## Usage

The Harpoon Gun is held with both hands and must be loaded with a Harpoon, an Explosive Harpoon, a Physicorium Harpoon or Ahab's Spear to be used. As with all weapons and tools, using it is done by holding the  Right-click to take aim, then by  Left-clicking to shoot/use.

Fired Harpoons may be picked up as any other item with Left Mouse Button by default, and reloaded into the Harpoon gun. Each harpoon has a rope attached to it. Upon launching a new harpoon a new rope is generated and the previous one dissapears. The rope stays attached to the harpoon while the player holds the right click and can be used to drag creatues hit by it.

## Ammunition

The **Harpoon** and the **Physicorium Harpoon** can be deconstructed back to their respective crafting materials, while the Explosive Harpoon will only yield 1 Steel. Ahab's Spear will yield 1 Steel and 1 Iron.

## Audio

* Harpoon Gun firing 1
* Harpoon Gun firing 2
* Harpoon Gun firing 3

## Trivia

* Pre-release videos for Barotrauma showed that harpoons were originally going to have a rope attached between them and the harpoon gun. This would allow the player to retract a harpoon back into the barrel of the gun after launching it.

## Gallery

* Example of a spear sticking through a player's head.
* The harpoon gun striking another player as seen in a pre-release video. Note the rope attached to the spear.
* The harpoon gun being shot.
Duffel Bag

Type
 Deconstructor Materials

The **Duffel Bag** is a Container that spawns after the death of a crewmember. Upon spawning, it contains all of the deceased crewmember's items and the dead member despawns.

## Function

The duffel bag contains all of a deceased crewmember's items.

## Usage

It is one handed.
It can only be held in the hands.
It can only contain small items.
It is fireproof.
It is spawned automatically several minutes after the death of a crewmember.
It can not be stored in most containers, only in fabricators, deconstructors, and the medical fabricator. Note
Carrier

The contents are of a legacy creature, that doesn't spawn naturally.

* **Notes:** Can be spawned with Console Commands.

1,000
 Weakpoints
Limbs
Submarine
 Walking
0
4
 Aggressive?
Always
 Sight
1
1
 None

The **Carrier** is a creature in *Barotrauma*. It only appears during the mission "Salvaging a Derelict", where it must be killed in order to progress.

## Description

The Carrier is a sentient parasitic growth that has taken on a submarine as a shell. The submarine is old and abandoned, with limbs resembling that of a Fractal Guardian, and the entire lower back portion of the vehicle has been removed. A red substance adorns the sides, either rust or dried blood.

## In-game

When encountered ingame, it is incredibly dangerous, and will take multiple hits from a railgun to be killed. Its head can destroy the hull of a submarine in a single hit, meaning that it must be killed quickly if you want to survive. Despite the uniquity of its appearance, its AI is similar to that of the Moloch's, and therefore similar precautions should be taken.

Carriers are solitary, and will only appear on their own.

## Trivia

* The Carrier would later go on to be adapted into the Thalamus in the steam release of Barotrauma.
* The mission briefing of "Salvaging a Derelict" and the following mission complete message imply that the Carrier is actually a growth-like form of the Velonaceps Calyx, or a similar organism resulting from chemical mixtures.
* The submarine shell's appearance and size are almost identical to that of The Nibbler, implying that the lost cargo vessel was a Nibbler.
* The Carrier's Attack 1 audio, "alarm1.ogg", sounds very similar to (and is named after) an alarm. This suggests some of the inhabited ship's systems are still online.
	+ Despite both of the above theories, the Nibbler does not actually possess an alarm system of any sort. This could be explained as the Carrier being a variant of the Nibbler designed exclusively for cargo transport, as the alarms on-board any larger ship that the Nibbler is attached to would serve just as well to a larger crew, thus rendering alarms on-board the Nibbler unnecessary. This theory is supported by the fact the mission briefing for "Salvaging a Derelict" state that the lost ship was indeed a cargo vessel.

## Gallery

* A comparison of the Carrier and The Nibbler

## Audio

* Alarm Loop
* Idle 1
* Idle 2
* Attacking 1
* Attacking 2
* Attacking 3
* Taking damage 1
* Taking damage 2
* Death

### Legacy Audio

* Idle 1
* Idle 2
* When attacking 1
* When attacking 2
* Upon death
Jumpsuit

**Jumpsuits**, or **Uniforms**, are attire given to characters depending on their Jobs in *Barotrauma*. They can also be purchased in Stores.

## Function

Each Job has a assigned uniform, helping at a glance to tell what Job a person is currently playing as.

General afflictions protection values for each specific piece of gear is available here.

Most notably:

* The Medical Officer uniform comes with storage for 3 Chemicals or Medical Items, accessible by hovering over it when equipped.
* The Electrical Engineer uniform provides 60% protection against Radiation Sickness.

## Trivia

* There are multiple variants of each Job uniform.
Flamer

Last updated for version: 0.10.6.2
Current game version: Go To The Official Barotrauma Wiki

The **Flamer** (also known as the Flamethrower) is a handheld weapon added as part of the **Saints and Sinners** update.

## Function

The Flamer is a short range weapon, which spews a constant stream of flames, fed by Welding Fuel. For obvious reasons, the Flamer only works in a dry area (attempting to use it underwater will result on a stream of harmless bubbles). As a flamethrower, using it will start Fires in the Submarine, which should be considered whenever using the Flamer. The Flamer needs a source of fuel to function Welding Fuel Tank and Incendium Fuel Tank are both valid sources of Fuel (with Incendium fuel tanks lasting about twice as long).

The Flamer deliver a notable amount of Burn damage (and a small amount of Burn to the user), further increased by the Fires that it will start. As side effects, the Flamer will consume Oxygen from the room it's used in, and will stop functioning when the oxygen level drops below 10%. Additionally, fires can cause spare Fuel Tanks to explode, even when they're inside a container. Caution is advised when using the Flamer, and a Fire Extinguisher is greatly recommended for safe handling.

Unlike most weapons, the Flamer does not cause any Stun nor does it have any stopping power, while it deals a notable amount of damage in a short time, it does nothing to prevent Creatures from getting close enough to attack the user.

## Usage

The Flamer is held with both hands and must be loaded with Welding Fuel Tank or Incendium Fuel Tank to be used. As with all weapons and tools, using it is done by holding the  Right-click to take aim, then by  Left-clicking to shoot/use. Holding down  lets the user fire continuously until fuel runs out.

While Welding Fuel cannot be refilled, it's plentifully available on most Submarines, so ammo should not be a concern.

## Damage Values

Aluminium

Aluminium
Aluminium

## Trivia

* Welding Tanks can sustain a Flamer for around 17 seconds, Incendium Fuel Tanks can sustain the Flamer for 40 seconds, and both will only last 11 seconds if the user's Weapons Skill is below 20.
* Despite being considered a Weapon, internally, the Flamer is actually a Repair Tool (like the Plasma Cutter and the Welding Tool) which does not interact with Structures, and with a chance to start Fires.

## Gallery

* Example of a player flaming a crew member.
* Range Up
* Range Sides
* Using a Flamer heavily will cause fires in the sub.
EMP Grenade

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

The **EMP Grenade** is a splash damage-type weapon that can be acquired in *Barotrauma*.

## Function

The EMP Grenade, is capable of causing malfunction to any electrical equipment within its area of effect. When tossed, the grenade will detonate after three seconds, signified by a bright flash.

## Usage

The EMP Grenade requires one hand to equip. Holding down the right-click (mouse2) button will aim the grenade in whichever direction your cursor is positioned. Left-clicking (mouse1) will then toss the grenade in the given direction.
Handheld Sonar

Last updated for version: 0.10.6.2
Current game version: Go To The Official Barotrauma Wiki

The **Handheld Sonar** is an electrical portable sonar that works like the Submarine's sonar in the Navigation Terminal. It is powered by a Battery Cell and it drains rapidly if using Active Sonar often.

## Usage

Using the Handheld Sonar displays the Sonar GUI, which is particularily useful for finding Mission objectives in locations inaccessible by the submarine, such as Artifacts.

The submarine itself will also always be displayed, helping the player find it back after venturing far from it.

Caution is advised when using the the active sonar, as, just like the submarine version, it produces noise and may attract Creatures.
Coelanth

The contents are of a legacy creature, that doesn't spawn naturally.

* **Notes:** Can be spawned with Console Commands.

100
 Weakpoints
None
None
 Walking
3.5
5
 Aggressive?
Always
 Sight
0.1
1
 None

The **Coelanth** is a large fish-like beast in *Barotrauma*. It tends to only appear deep in the Abyss, making it very rare to encounter above these depths.

## Description

The Coelanth's most prominent features are its gargantuan size and elongated jaw. The jaw itself possesses several sets of fangs, allowing the fish to eat and tear effectively. Its jaw and body are brown and paper-textured, while its fins are blood red.

Coelanths have large skeletal-like scales on their body, separated into lateral and longitudinal lines. The fractured pieces of their scales indicate that the ones encountered in the game are in their mature stages of growth. They have three pairs of eyes which appear to be coated in a film, hinting at deterioration. Because of this, they possess poor eyesight and rely primarily on hearing to find prey and food.

As Coelanths only naturally spawn in the abyss, this may indicate that they have an aversion to relatively high temperatures, but enjoy high pressures. This would also explain the state of their eyes and the crackling of their skin respectively.

Coelanths are solitary creatures as they never travel in groups.

## In-game

When a Coelanth detects a submarine, it will begin attempting to bite through the hull. It will prioritize trying to eat any crew members it comes across. Should it successfully bite a crew member, it will hold them in its jaw for about half a second before letting go.

Caution is heavily advised when encountering Coelanths, as they can quickly take out the hull of the submarine within only a few minutes. Having an Underwater Scooter is recommended in the event that a player is outside the submarine, since these hunters are amongst the swiftest of Europa. Since Coelanths do not have strong eyesight, they can easily be avoided so long as distance is maintained from them.

Coelanths are especially dangerous when found in their natural habitat the Abyss, as the breaches they open let the incredibly pressurized water inside.

## Trivia

* The Coelanths possess similar traits to that of the Tiger Threshers, such as their three pairs of eyes and tail. This may hint at a taxonomic proximity.
* The Coelanth has a confirmed remake that will completely change the entire creature, allowing it to inject deadly gas into the submarine. The remake will be released sometime before the full release of the game.

## Gallery

* Surprise Coelanth. Hate it when that happens.
* Coelanth remake as seen on the roadmap.

## Audio

* Idle 1
* Idle 2
* When attacking
Flare

Type
 Deconstructor Materials

The **Flare** is a consumable, throwable item in *Barotrauma*.

## Usage

Flares are a single-use item that can be lit, carried, and/or thrown to create a temporary source of light. They can be used in low-light situations such as reactor power-up, power failure, cave diving, and Alien Ruin exploration.

A lit flare will burn for 400 seconds, or 6 minutes and 40 seconds. Lit flares flicker throughout their burn time.

Flares will continue to burn outside of the submarine at no duration or brightness penalty.
Human/Editing

Human names are configured in three different files: firstnames\_male.txt, firstnames\_female.txt and lastnames.txt, all of which can be found in the "Content/Characters/Human" folder by default. The first two are for male and female names respectively, and the third is for last names. New names can be added simply by putting them on a separate line in the file.

New head sprites can also be added by placing them in the same "Human" folder. Male heads should be named "head[id].png" and female heads "fhead[id].png". To make the sprites appear in the game, "maleheadid" and "femaleheadid" attributes in the human configuration file ("human.xml" by default) must be changed to include the ID of the new sprites. For example, if there are sprites from head1.png up to head10.png in the folder, "maleheadid" should be set to "1,10".

It should be noted that if you are using custom sprites, other players won't see them in the multiplayer mode unless they are using Content Packages with the same custom sprites.
Dugong

Scout
 Recommended Crew
3 - 5
 Dimensions
34 x 8 m
 Max Horizontal Speed
22 km/h
12 km/h
 Coilguns
2
 Electrical Discharge Coils
1
N/A
 Fuel Consumption Rate
0.2
2700KW

The **Dugong** is a scout class submarine. Its small size, maneuverability and straightforward layout make it a good choice for novice players but for higher difficulties, a more powerful submarine is recommended. Priced at 6000 Marks, the Dugong is one of two default subs available at the start of a single player campaign, the other being the Barsuk.

# Notable Features

The Dugong's price point is very low, making it available to purchase at the start of a Single Player Campaign.

The Dugong lacks any Fabricator, Medical Fabricator or Deconstructor, making it less self sufficient compared to other vanilla submarines.

# Layout

The Dugong's command room is situated close to the rear, next to the engine room. In addition to the navigation terminal, it has two periscopes that are used to control two coilguns placed in the bottom-center and top-rear of the submarine.

In the front area of the main deck are a medical and weapons storerooms. The weapons storeroom can be opened by any crewmember, but a secure steel cabinet that contains the more powerful weaponry requires a captain's or a security officer's ID card.

The bottom deck has a reactor room, electrical room and a compartment for the oxygen generator. Two ballast tanks are also located on the bottom deck, one in the rear and one in the front.

The Dugong has one airlock, located on the top deck. Diving equipment is stored below it on the main deck.

# Trivia

* The Dugong was introduced in 0.9.
* The Dugong's small ballast tanks are unable to fully counteract the weight of its airlock if left open, rendering the submarine being deadlocked until someone or something recycles the airlock.
Lead

**Lead** | -

## Acquisition

Principally, Lead can be acquired from the Mining Outpost's Store, or deconstructing other items, or harvesting minerals.

    Galena | **Lead** x3

 Thorium Fuel Rod | Steel Bar  **Lead**  Thorium | 10

## Recipes

Lead can be used to craft the following items.

### Fabricator

The **Fabricator** is the primary method of crafting in *Barotrauma*.
Used to craft different types of items from raw materials.

   Fulgurium Fuel Rod |   Steel Bar    **Lead**    Fulgurium Bar | 10
   Thorium Fuel Rod |   Steel Bar    **Lead**    Thorium | 10
The Mystery of Time

### From

Chronos' Boss Chests(4.8 and later), Boss Rush Chests(during Boss Rush Event), Premium Boss Rush Chests(during Boss Rush Event)

**The Mystery Of Time** is a block in PickCrafter, which can be found in Boss Chests earned by defeating Chronos, and in Boss Rush Chests and Premium Boss Rush Chests during the Boss Rush Event.

## Uses

### Furnace Recipes

* **To craft**: N/a
* **Ingredient in**: Champion of Time Trophy(during Boss Rush Event)
High Pressure

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

*See also: Afflictions*

```
*There is obvious massive organ damage and the blood vessels of the eye have burst, creating an unnerving red gaze.*

```

The **High Pressure** affliction can only be seen when examining characters who have died from it, but living characters will be shown the affliction's icon when they are in a high pressure area (most notably, Europa's ocean), death by High Pressure is not instant, and its effects are signaled by screen shaking and Bleeding.

There is no way to treat or heal High Pressure ; its effects can only be prevented by wearing a Diving Suit (However, beyond the depth of 2000m, not even a Diving Suit will provide protection against pressure). A temporary alternative is Anabolic Steroids. The status effect they incur, Vigor, allows a character to survive pressure damage if the drugs are taken prior to exposure; however, unless multiple doses are taken, the character will be unconscious. If Vigor wears off completely, the character will die, so multiple doses of steroids are necessary for continued survival. Tonic Liquid is reccomended.
Human

100
 Weakpoints
Depends on clothing
Depends on clothing
 Walking
1.5
2.0
 Aggressive?
Depends
 Sight
1
1
 Inventory content

Last updated for version: 0.10.6.2
Current game version: Go To The Official Barotrauma Wiki

**Humans** in *Barotrauma* are unique Creatures that the player can control.

NPC's and single-player crewmembers are given a random name, chosen from a preset list, while players in multiplayer are able to choose their own name.

## Lore

Homo sapiens, or known by their common name of human, originate on the planet Earth in the Sol system, the third from Sol itself. Approximately a century into the future, human spacecraft technology has enabled the species to reach Europa, Jupiter's sixth moon. As is the nature of the human race, colonies and human habitations have begun on the distant moon before all contact with earth was mysteriously lost. Increasing levels of radiation on Europa's icy surface has forced the colonists deep beneath the frozen crust, into the hostile waters below, where countless species of predatory creatures, freezing temperatures and the pressure of the environment itself all conspire against the settlers.

## In-game

AI-controlled humans will wander around the submarine aimlessly, following the pre-determined waypoints. This behavior will continue until they are either given a task by the player, a machine gets damaged or a hull breaches nearby, or they become injured. If the hull breaches or they run out of oxygen, humans will rush to the nearest Diving Mask or Diving Suit and equip it, along with an Oxygen Tank if one is available. They will continue to wear the suit/mask until the environment regains oxygen, at which point they will drop their items and continue wandering or completing player-given tasks.

**Humans** have 10 inventory slots, along with 1 belt, external, internal, hat, Headset, and ID Card slot.

In multiplayer, players are able to choose their character's facial appearance. Players are able to switch between female and male faces, while faces in each category are sorted by race.

Each character has a **Trait** assigned to them. When NPCs chat with each other, traits may change what they say during conversations.
For example, a captain with the trait 'Joker' might say, "Welcome on board! Please keep your hands and arms inside the vehicle at all times.", while one with the trait 'Broken English' might say, "Is captain speaking! Ready for mission crew and good luck!"
Pumpkin Farm

Price
 Store
 Consume
 Employees
 Production Time

"This one has a rather...funny shape..."

* It costs 120 Florins to build a Pumpkin Farm in Easy mode, 150 Florins in Normal mode, and 180 Florins in Hard mode.
* Produces 800 Pumpkins per year. The sowing is on the 12th of Floréal, and the harvest is on the 17th of Vendémiaire (approximately six months)
* Requires 12 Employees, in any mode of difficulty.
* Stocks up to 2400 Pumpkins in its own inventory when there's no space available in a Granary
* Can only be placed on Fertile land
Docking Port

Category

 Category

The **Docking Port** and **Docking Hatch** are Installation used to dock two submarines together. The Docking Hatch connects to another Docking Hatch vertically, and the Docking Port connects to another Docking Port horizontally.

## Function

When 2 docking ports are docked to each other, air, water, items, power, and creatures can move between subs through the docking port.

A Docking Hatch is required to dock with an outpost as Outposts only have a Docking Hatch.

## Usage

When docked, the ports will:

* transfer power between each other.
* create a dynamic hull between the two installations. This hull protects the area from the sea.

## Connection Panel

Hover over pins to see their descriptions.

## Audio

* Sound when docking
* Sound when undocking
Bleeding

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

*See also: Afflictions*

```
*Blood pours freely from this ragged and particularly nasty open wound.*

```

The **Bleeding** affliction represents open wounds, most of the Creatures on Europa can cause open wounds alongside Internal Damage.
While Bleeding does directly reduce a character's health, its most dangerous attribute is the constant bloodloss caused by it. This affliction can affect any Limb.

Bleeding will gradually stop until it eventually disappears, although waiting it out is usually not a viable solution due to the accumulation of Bloodloss.

 Antibiotic Glue 40 | 20 | 73
Lever

Type
 Deconstructing Time
 Fabricator Skill
 Fabricator Materials

The **Lever** is an electrical component used to provide a signal when toggled. it is functionally the same as the Switch, though with a different sprite.

It is most commonly used in tandem with a Signal Check Component to provide custom user interactions.

Hover over pins to see their descriptions
Ancient Weapon

You can help the Barotrauma Wiki by updating it.

* Notes: Needs to be up to date with the current steam version.

 Type
 Deconstructor Materials
Fulgurium Bar

The **Ancient Weapon** is a powerful weapon of alien design that can be very rarely found within the Alien Ruins. It takes up both hands when equipped. It is the best handheld weapon in Barotrauma in terms of sheer damage output and destructive capability.

## Function

When activated, the weapon will fire a long range beam. The beam itself does low damage, but the fact that it is constantly applying said damage makes it rapidly build up to massive damage in seconds, decimating humans, creatures and submarine hulls alike.

It can also be used as ammunition for the Railgun, dealing as much damage as a nuclear railgun shell to creatures and 5 times that to structures, although due to the extreme rarity of the weapon this is inadvisable.

## Trivia

* Internally, the Ancient Weapon is not a weapon at all, but rather a Tool that does damage to structures instead of repairing them as a Welding Tool would. Due to this, it is essentially an upgraded version of the Plasma Cutter.
	+ However, unlike the Plasma Cutter it cannot be used to unseal doors.
Biome

Last updated for version: 0.11.0.9
Current game version: Go To The Official Barotrauma Wiki

**Biomes** are sections of Europa, defining broad characteristics of level generation. The 5 biomes of Europa are, in order of depth (and generally difficulty) Cold Caverns, Europan Ridge, Aphotic Plateau, The Great Void, and Hydrothermal Wastes.
Electric Discharge Coil

The Electric Discharge Coil is a submarine installed weapon. It is a short range electric shock, dealing burn damage and a moderate duration stun in an area around itself. Additionally, the shock can travel along the hull of the submarine, shocking anything touching the hull. It has a massive power draw and therefore should be used tactically.

## Damage

Most discharge coils have a 5 meter radius.

8  Stun

## Default Submarines

The following Default submarines feature the Electric Discharge Coil:

The Dugong, located on the fore topside.

The Orca, located on the keel. The Orca's Discharge Coil has a 10m radius and bounces further along the hull.

The Remora, located on the keel.

The Typhon 1, located on the keel.

The Typhon 2, located on the fore topside.

The Kastrull, located on the middle topside.

The Berilia, located on the keel.
Camera

Category

 Category

The **Camera** is a stationary installations in *Barotrauma*. It allows you to look outside the submarine.

## Function

The Camera is useful for seeing potential targets or generally observing the outside area of the submarine.

The Periscope is where a crewmember operates the Camera. In the submarine editor, the Periscope's position\_out must be wired to where the Camera's control\_in pin is. Only one crewmember can operate a Periscope at a time. The connected Camera is aimed using a crosshair that replaces the mouse when interacting with the Periscope.

Attempting to connect more than one Camera will default to the first camera connected.
Ladder

Power Consumption

The **Ladder** is a simple interactive installation. It is used to travel vertically.

## Function

Allows the crew to move vertically. It can be climbed by multiple people at once.

Ladders can not be damaged and do not have collision.

## Usage

By going near a ladder the player can climb up or down by holding W or S.

Holding SHIFT while going down a ladder will make the player slide down the ladder instead of climbing down.

Sliding down a ladder is much faster than climbing down.

While wearing a Diving Suit on a ladder the player can hold SHIFT to climb the ladder faster.

Note that any stun effect or sudden force will knock the player off a ladder.

While moving up or down, the character's aim is forced upwards.
Ballast Flora

**Ballast Flora** are a plant-like organism that can infect the submarine and leech power from junction boxes and batteries. A ballast flora infection may be contracted by passing through a colony of ballast flora spores (which are faintly visible on the sonar).

Last updated for version: 0.11.0.9
Current game version: Go To The Official Barotrauma Wiki

# Behavior

Ballast flora hijack the submarines hatches, doors, and pumps to protect itself and harm players. It thrives when underwater.

# Removing

Empty the ballast of water, do this by disconnecting the controlling wire from the pump in said ballast with a screwdriver, you can reattach it later. Once you manually empty the ballast, it is important to have a healing item such as Fentanyl or Morphine, as Ballast Flora tend to lock the escape hatch and flood the ballast with acidic gas in an attempt to kill anyone removing it. Proceed to enter the ballast and use a Plasma Cutter on the pump within the ballast. Once damage is being taken it is important to then administer morphine quickly in order to out heal the incoming damage. Continuously burn the Flora at the source pump until it is fully gone. Using the flamer or other fire type weapons pose serious danger for the user and the submarine, the Plasma cutter is safer and less harmful.

You can also use the engineer clothing and diving suit to decrease damage from the acid.

According to roadmap, can be killed with chemicals; however, this is not yet implemented as of v0.11.0.10.

# Trivia

* Ballast Flora was introduced in 0.11.0.7

1. ↑ https://trello.com/c/3NqJSiTv/185-ballast-flora
Compound N

You can help the Barotrauma Wiki by fixing it up. The Discussion page may contain suggestions.

Last updated for version: 0.10.6.2
Current game version: Go To The Official Barotrauma Wiki

Compound N is a stable Explosive with high damage and a large area of effect.

Unlike most other explosives, it is produced in the Medical Fabricator.

## Function

Compound N can be loaded inside a Railgun Shell, Depth Charge Shell, or detonator.

It is an ingredient of Volatile Compound N.

It will explode when set on fire.

# Trivia

* The name "Compound N" is a reference to "Substance N", a code name used by Nazi Germany for Chlorine Trifluoride.
Leucocyte

25
 Weakpoints
N/A
None
 Walking
20
20
 Aggressive?
Always
 Sight
1
1
 Paralyxis (x1)

The **Leucocyte** is an algae-like creature that lives among Thalamus Wrecks.

## Description

*Leucocytes* can be very small and quite agile, and are one of the few creatures capable of entering the submarine. *Leucocytes* resemble a sort of green algae in a spherical shape. They move around by pushing towards a particular direction. *Leucocytes* are very capable of eating away at hull and entering the Submarine and killing Humans by inflicting Internal Damage and Paralysis. *Leucocytes* also, upon sense of a submarine or Human, create many tiny versions of themselves called Terminal Cells, which assist them in attacking.

*Leucocytes* are spawned by Thalamus' Cell Spawn Organs.

## In-Game

Leucocytes are almost harmless on their own, but their behavior results in them stacking together, usually within the same "spot", this results in their target often being stunlocked into immediate severe paralysis, and then beaten to death. Its advised to bring a minimum of one other person with you, as leucocytes will make large crowds in rooms with Cell Spawners, and will immediately rush you. Listen out for distinct, high pitched ringing, as that is one of the only warnings you get that Leucocytes are nearby.

## Trivia

* The Leucocyte uses sound files with similar names to the legacy creature, the Carrier.
* Leucocytes (or leukocytes) are alternative names for white blood cells, whose behavior and purpose is similar to the in-game enemy.

## Audio

* Attack 1
* Attack 2
* Attack 3

* Damage 1
* Damage 2
* Damage 3

* Death 1
* Death 2
* Death 3

* Idle 1
* Idle 2
* Idle 3
* Idle 4
* Idle 5
Deadeye Carbine

Last updated for version: 0.10.6.2
Current game version: Go To The Official Barotrauma Wiki

The **Deadeye Carbine** is a unique SMG variant Ranged Weapon. Compared to the SMG, the Deadeye Carbine has much less weapon spread, making it more accurate at long ranges, and a lower fire rate.

It spawns rarely in a wreck's armory (3%) and storage cabinets (1%).

## Function

The Deadeye Carbine is a medium range weapon, shooting rounds from a detachable magazine. The Carbine functions both on board of the submarine and underwater, although its spread makes it unreliable at hitting distant targets. As for all firearms, ammo cannot be recovered. The Carbine needs a Magazine to function, each of which holds 20 rounds (they can not be accessed directly).

The Deadeye Carbine rounds inflict Bleeding and Gunshot Wounds, making them very effective at stopping the bleed-able denizens of Europa, such as Crawlers, Mud Raptors and Traitors.

The Deadeye Carbine can be appealing to a submariner who desires plenty of firepower without sacrificing a significant potion of inventory space. Spare magazines can be efficiently carried (in a Storage Container, for instance) and the contained ammunition within quickly adds up. This is further compounded by how the Deadeye Carbine can be reloaded rapidly compared to other small arms.

## Usage

The Deadeye Carbine is held with both hands and must be loaded with an SMG Magazine to be used. As with all weapons and tools, using it is done by holding the  Right-click to take aim, then by  Left-clicking to shoot/use. Being an automatic weapon, the SMG can be fired continuously until the Magazine runs out of rounds by holding .

Depleted magazines cannot be refilled, thus, they should be deconstructed into Plastic.

## Damage Values

The Deadeye Carbine fires at a rate of 2 shots/second in bursts.

Gunshot Wound: 15
Stun: 0.125
Carbon

(For a full list of materials, see Crafting Materials)

## Acquisition

Principally, carbon can be acquired by purchasing it, or deconstructing other items, or mined minerals. Note, the yield from Gardening Plants (for example, Raptor Bane) also deconstructs into carbon and its original seed.

    Graphite

## Recipes

Carbon can be used to craft the following items.

### Fabricator

The Fabricator is the primary method of crafting in *Barotrauma*.
Used to craft different types of items from raw materials.

### Medical Fabricator

The Medical Fabricator is used to craft different types of chemicals and medicines.
Crowbar

Last updated for version: 0.10.6.2
Current game version: Go To The Official Barotrauma Wiki

The **Crowbar** is a tool which can be acquired in *Barotrauma*.

## Function

Crowbars can be used to force-open locked doors and hatches, similarly to the Plasma Cutter.

Unlike plasma cutters, crowbars are much faster and won't destroy the doors upon opening, but are unable to un-seal doors which are welded shut.

It can also be used as a blunt weapon.

## Usage

* **Force-opening doors and hatches** - Press the "Use" keybind (E by default) on a door
	+ **Note:** Only doors that the character doesn't have access to can be forced open with a crowbar
* **Attacking** - Hold the "Aim" keybind (Right Mouse Button by default) to ready the crowbar for an attack, then press the "Shoot" keybind (Left Mouse Button by default) to swing the crowbar.
Hammerhead Matriarch

Last updated for version: 0.10.6.2
Current game version: Go To The Official Barotrauma Wiki

The **Hammerhead Matriarch** is a Europan creature related to the Hammerhead.

500
 Weakpoints
Head:   x10
Skirt, Fins
 Walking
N/A
2 slow - 8 fast
 Aggressive?
Only when attacked
 Sight
1
1
 None

## Description

The **Hammerhead Matriarch** is a large dark red squid-like creature with 4 arms attached to its torso. Its head is a large, fragile sac of eggs.

The **Hammerhead Spawn** hatching from those eggs have the shape of a standard Hammerhead, only much smaller and sharing the Matriarch's dark-red shade.

## In-game

The Hammerhead Matriarch is not agressive until provoked and will flee on sight of a submarine. Upon being attacked however, it will retaliate with its only attack, a suicidal, devastating assault on the submarine's hull. The impact makes its egg sac burst, releasing 30 hammerhead spawn.

The spawn aren't capable of damaging the hull, but the strength of their mother's assault is likely to have caused a breach right where they are released.

Killing the Matriarch before it has a chance to ram the submarine may prevent the spawn from entering.
Most of its body has 90% armor against all Internal Damage types and 80% resistance against Bleeding, however the Matriarch's head takes 10 times the Gunshot Wounds and Lacerations.

Hammerhead Spawn are weak and may not be hard to kill individually, but their numbers can quickly become problematic to an unprepared crew. Should other hostile creatures still be attacking the submarine, such as Hammerheads that were defending the Matriarch, dealing with both inside and outside creatures can be a challenge. The spawn are easily dispatched with melee weapons like wrenches or knives, and incendiary weapons are highly effective. Being unable to move or attack outside of water, fixing the breaches and pumping the water out will leave them defenseless and quickly kill them.

## Damage Values

Hammerhead Matriarch:

5
 Weakpoints
None
None
 Walking
N/A
1.6 slow - 3 fast
 Aggressive?
Always
 Sight
1
1
 None

Hammerhead Spawn:

## Trivia

* If a Nasonov Artifact is on board, the Matriarch will attack even unprovoked.
* The Hammerhead Spawn is the weakest creature in the game.

## Audio

* Idle 1
* Idle 2
* Idle 3
* Taking damage 1
* Taking damage 2
* Exploding 1
* Exploding 2
* Exploding 3
* Exploding 4
Detonator

Last updated for version: 0.10.6.2
Current game version: Go To The Official Barotrauma Wiki

**Detonators** are devices used to activate Explosives remotely.

## Usage

A detonator contains a single item slot for explosive, which can be accessed by clicking on it.

To fulfill its function, a detonator needs to be wired: it is the received electric signal which triggers the explosion.

After usage, the detonator can be re-armed with another explosive.

## Traitor Mission

It can be used as a traitor mission, after the player acquires the button item, he will have to search for the **Detonator** and then proceed to find an explosive and flood a percentage of the sub.

Hover over pins to see their descriptions.
Grenade Launcher

Last updated for version: 0.10.6.2
Current game version: Go To The Official Barotrauma Wiki

The **Grenade Launcher** is a handheld weapon added as part of the **Saints and Sinners** update.

## Function

The Grenade Launcher is a short-to-medium range weapon which shoots lethal and non-lethal 40mm Grenades (hand-thrown Grenades are not valid ammunition). The Grenade Launcher works Underwater, but due to the nature of its ammunition, the effective range of the Grenade Launcher is reduced. Grenades launched from the Grenade Launcher will explode on impact. Unlike Nitroglycerin, Grenades will never explode unless launched from the Grenade Launcher.

The Grenade Launcher proves to be a versatile weapon, capable of providing unmatched single-shot damage (capable of putting a Human into critical state with a single shot), or to non-lethally Stun any character in an area, however, the single-shot nature of the Grenade Launcher, the relative expensiveness of its ammo and the associated explosions (which can be dangerous inside the Submarine) makes it necessary to properly evaluate a situation before shooting.

## Usage

The Grenade Launcher is held with both hands and must be loaded with 40mm Grenade or 40mm Stun Grenade to be used. As with all weapons and tools, using it is done by holding the  Right-click to take aim, then by  Left-clicking to shoot/use. One should stand at least a room away from the point of impact to avoid the explosion.

Despite the fact that Grenade Launcher ammo is expensive and single-use, Grenade Launcher ammunition can be crafted in the Fabricator.

## Damage Values

Stun: 0.2 sec.
Bleeding: 40
Stun: 5 sec.
 40mm Stun Grenade | Blunt Force Trauma: 5
Stun: 0.2 sec.
Stun: 15 sec.
Phosphorus
Flash Powder

Bleeding: 40
Stun: 5 sec.
 Projectile Speed
UEX
Phosphorus
Flash Powder

## Gallery

* Grenade launcher firing a 40mm grenade.
* Grenade launcher firing a 40mm stun grenade at a crew member.

## Audio

* Grenade Launcher firing 1
* Grenade Launcher firing 2
* Grenade Launcher firing 3
Cyanide Poisoning

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

*See also: Afflictions*

```
*The patient is confused and has trouble breathing. Their skin is red and they have occasional muscle spasms.*

```

**Cyanide Poisoning** is caused by being injected with Cyanide.
Cyanide Poisoning causes screen distortion and slowed movement, effects increasing over time.
At 70 seconds, the victim is stunned Stun and starts losing health, losing 100 Vitality after 100 seconds.

 20 - 40
 40 - 70
 70 - 100
Crates

Type
 Deconstructor Materials

**Crates** are portable containers. They spawn after items are purchased at a Store, or as part of a Cargo Mission. They come in several different variations. They can themselves be stored in a Crate Shelf.

## Metal Crate

A general storage crate for items bought from the stations, or taken from them. Has a capacity of 20 items. **It is not waterproof**.

## Chemical Crate

A crate that is supplied when medical supplies are purchased. Has a capacity of 12 items. **It is waterproof**.

## Explosive Crate

A crate that is supplied when possibly explosive supplies are purchased. Has a capacity of 12 items. **It is waterproof**.

## Secure Metal Crate

A metal crate with a built in lock that can be set to id cards in the editor but not in game. Has a capacity of 20 items. **It is not waterproof**.
ID Card

The **ID Card** is an essential item that can be used in *Barotrauma*.

There are three different types of ID Cards:

# Normal ID Card

(Personal)  *This belongs to [Player's name], the [job]. Allows limited access to areas of the sub.*
(Default)  *Allows limited access to areas of the sub.*
 Type

The **Normal ID Card** is the standard Card possessed by any active crew members of the Submarine. There are two variants: Personal and Default.

## Personal ID Card

Whenever a character spawns, they are given a **Personal ID Card** by default, which has detailed information on themselves and their role. Depending on the job the character has, they will be given one with a unique clearance level specific to that job. The Card is primarily used for opening doors on the submarine which are inaccessible without proper clearance.

The captain has superior access to the rest of the jobs, and is capable of accessing any rooms, excluding the private cabins of the other crew members. It is however possible to steal the captain's ID card from them when they are dead or unconscious.

## Default ID Card

The **Default ID Card** that does not specify the owner and its clearance level is only found inside any Cabinets of a shipwreck. Its clearance level is random and more limited than the one with specific details, only capable of gaining access to certain types of hulls.

# Shipwreck ID Card

*This ID card allows access to most of the wreck, provided the door isn't rusted shut.*
 Type

The **Shipwreck ID Card** is only useful when exploring a shipwreck from which it is found. It works exactly like how a normal Personal ID Card would, giving the user appropriate access to most parts of the wreck depending on the original owner's profession.

It can only be obtained from a deceased member of the shipwreck.

## Submarine Editor

In the Submarine Editor, the ID Card description and tag is set from the Spawnpoint object. All Personal ID cards also carry the "idcard" tag.

Default Tags
 Medic
 Engineer
 Mechanic
 Security
 Assistant

These tags (or any matched tags) can be written into the "Picked By" field of doors and cabinets to control access. The idcard tag will allow access for anyone with a Personal ID card.
Husked Crawler

80
 Weakpoints
N/A
N/A
 Walking
1 walk (4 run)
2.5 slow (7 fast)
 Aggressive?
Always
 Sight
0.5
1
 None

Last updated for version: 0.10.6.2
Current game version: Go To The Official Barotrauma Wiki

The **Husked Crawler** is a variant of the Crawler. It is able to inflict the Husk Infection on any living entity it attacks.

## Description

Husked Crawlers are slower than their normal counterparts, however they possess the dangerous ability to inflict the husk infection to their victims.
They look almost identical to normal crawlers, however their skin is faded and three stingers poke out of their mouth.

## In-game

Husked Crawlers can be hard to tell apart from normal ones, unlike Diver Husks, which makes the possibility of unknowingly encountering one very dangerous, especially while exploring wrecks or ruins.

Husked Crawlers lack any form of self-preservation, thus they will not run away from threats when their health is low or swim away when shot. Additionally, they do not eat bodies.

## Trivia

* The husked crawler can be manually *created* by infecting a normal crawler with the husk infection, however the crawler's body needs to be perfectly intact upon succumbing to the infection: if even a single piece of its tail was dismembered, the crawler will simply die.
* Husked crawlers will prioritize attacking other crawlers over humans.

## Audio

* Attack Sound 1
* Attack Sound 2
* Attack Sound 3
* Attack Sound 4
* Hurt Sound 1
* Hurt Sound 2
* Hurt Sound 3
* Hurt Sound 4
* Death Sound 1
* Idle Sound 1
* Idle Sound 2
* Idle Sound 3
* Idle Sound 4
Doors

**Doors** and **hatches** are installations allowing to close off sections of the submarine.

## Usage

Most doors and hatches are assigned a button allowing anyone to open or close them, but some require **clearance** to be opened, which is provided by possessing the appropriate ID Card in one's inventory. Typically, the captain's command room and armory are protected this way.

Both prevent passage when closed, and are thus used to contain flooding and creatures in case of breach hulls, and to keep suspicious individuals out of sensitive areas.
Closed doors can be forced open with a crowbar or destroyed with a Plasma Cutter to allow passage in emergency situations.

Doors and hatches can also be welded shut with a Welding Tool, in which case they can no longer be opened with external signals nor the Crowbar, and must be unwelded with a Plasma Cutter.
However, creatures damage welded doors at the same rate as non-welded doors.

Doors and hatches send out an output signal when they change states: "0" for when a door closes, "1" for when it is opened. This can be used to make fail-safes and airlocks in turn giving more survivability to a ship.

## Docking Hatch

The **Docking Hatch** creates a secure airlock between two entities that players can pass between. It can connect the Submarine to other entities like Outposts and Shuttles. Both entities must have a Docking Hatch for a connection to be made. When the connection is not active, water can freely flow in the Docking Hatch, so it's imperative that a standard hatch is also part of the setup and configured to close when the Docking Hatch is not connected to another ship or structure. There is a prefab in the Submarine Editor to handle the wiring for this.

The Docking Hatch also includes a Power connector which acts similarly to a Junction Box power connection in that it relays power between the two connected entities. You should make sure your Docking Hatch's power is connected to your grid so it can benefit from the free power provided by Outposts. Outposts seem to regulate power consumption perfectly so you can take all the juice for charging batteries and running fabricators without worrying about overloads and your Reactor can be shutdown to save fuel.

## Gallery

* A windowed door.
* A standard door.
* A standard door welded shut.
* A broken standard door.
* A broken windowed door.

* A hatch.
* A hatch welded shut.
* A broken hatch.