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CAVEAT LECTOR: The "info drops" on this website is provided "as-is" without any professional buffs or legal-grade protection, so use it at your own risk. If you aggro a legal glitch, take splash damage, suffer a wallet-drain debuff, or encounter an AI-hallucination, the author carries zero liability and suggests you summon a professional healer immediately.

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Barotrauma: Mitigating Unlawful Death - Alien Ruin Spelunking Protocols


Welcome to the Alien Ruins, Europa’s premier destination for high-stakes spelunking, non-consensual biological research, and getting harpooned through the chest by a sentient geometry project. Per the Subterranean Liability Waiver, by entering these ruins, you acknowledge that the Coalition is not responsible for any "spontaneous structural redistribution" of your internal organs. To mitigate any "unlawful termination of life" lawsuits, please adhere to the following spelunking protocols.

1. Packing for Your Spelunking:

Think of a Ruin run like a first date, you want to look sharp, bring protection, and be ready to run at the first sign of a "Fractal Guardian."

The Dress Code: Always wear a PUCS or Combat Diving Suit. Regular suits are for people who enjoy the sensation of being steamed like a lobster when a Guardian’s steam cannon says hello.

The "Keys": Bring a Crowbar and a Plasma Cutter. If the ancient alien doors won't open, remember that "Breaking and Entering" is only a crime if there's a surviving judicial system.

The Pocket Sand: Carry EMP Grenades. They don't just "stun" Guardians, they legally declare their life functions null and void for a few precious seconds.

The Lunchbox: Use an Artifact Transport Case. Walking back to the sub with a Faraday Artifact in your bare hands is a great way to turn your submarines’s electrical grid into a very expensive campfire.

2. Local Residents:

The inhabitants of these ruins have not seen a guest in millennia, and they express their social anxiety through lethal violence.

Fractal Guardians: These are the building's security guards. They don't take bribes, and they don't have a union. Aim for the bulbous head/sensor. It has an increased damage multiplier, whereas hitting the limbs is about as effective as filing a formal complaint with the Coalition. Guardians are surprisingly bad at navigating tight corners. If things get hairy, retreat into a narrow corridor and shoot them while they try to figure out how 3D space works.

The Pods: If you see a Guardian Pod, destroy it immediately. It’s their version of a Med-bay, and we don't support socialized healthcare for murder-drones.

Swarm Feeders: These tiny red jellyfish are the "interns" of the ruins. Individually pathetic, collectively a problem. Don't waste ammo. A Plasma Cutter or Welding Tool melts them instantly. It’s basically cosmic pest control.

3. Traps & Contraptions:

The Precursors didn't have Ring cameras, so they settled for elaborate ways to turn intruders into fine red mist. Per the Interstellar Building Code, these traps are technically "non-permitted modifications."

Gravity Spheres: These glowy orbs create a localized gravity well. If you get caught in one, you’ll be suspended in mid-air like a confused balloon while Guardians use you for target practice.

Motion Sensors & Turrets: Unlike your sub’s guns, these don't run out of ammo. If you can't reach the Alien Power Cell to unplug them, use a Decoy or throw a glowstick to distract the sensor. If you are the fastest person in your crew, your teammates are technically your decoys.

Steam Vents: These pipes blast superheated steam that ignores your feelings and your armor. Observe the rhythm, if you miss the jump, you get a free full-body chemical peel. Some vents will actively pull you toward a hazard or pin you against a wall. It’s basically the ruins trying to give you a hug you didn't ask for.

4. Navigating the Architecture:

The Puzzles: Most puzzles involve matching symbols or inserting a Curio into a terminal. If you’re an Engineer and can't solve it, please hand your wrench to the Assistant and rethink your life choices. Most "puzzles" can be bypassed by simply cutting through the walls with a high-quality Plasma Cutter. In legal terms, we call this "Expedited Entry."

5. Artifacts and Paperweights:

Artifacts are the reason we’re here, despite the fact that they are objectively trying to kill the submarine. Storing these in your ballast tank is a breach of contract and a great way to attract "unwanted biological audits."
      
Artifact Type Effect Safety Protocol
Thermal Artifact Periodic localized sun-manifestation. Keep in a Transport Case or have an Assistant hold it in a flooded room.
Faraday Artifact EMP bursts that fry electronics. Keep far from the Reactor unless you enjoy manual steering and darkness.
Nasonov Artifact Sends a "Dinner Bell" signal to all monsters. Drive fast. This is the only time the Captain is allowed to ignore speed limits.
Psychosis Artifact Causes phantom fires and ghost monsters. Perfectly normal. If you see your lawyer in the vents, take some Ethanol.
Sky Artifact Drains oxygen from the room. If your lungs feel like they're shrinking, put the rock in the box.

6. The "Finders Keepers" Clause:

Under Maritime Salvage Law Section 4-C, any artifact recovered is the property of the crew, provided they survive. If the crew does not survive, the artifact reverts to the status of "Littering," which carries a heavy fine that your next-of-kin will be expected to pay.

7. Historical Awareness Training:

The "Precursor" Paradox: Despite being called "Alien Ruins," the structures are technically Ancient. They’ve been here for thousands of years, predating human arrival. Our legal department suggests calling them "Pre-owned Real Estate" to avoid paying property taxes to a dead species.

The Living City: Alien Ruins are not just stone; they are partially biological. The "Ruin Vents" and "Guardian Pods" suggest the architecture is a hybrid of machine and organism. If you feel like the walls are watching you, they probably are. Don't blink.

The Forbidden Geometry: You’ll notice the ruins are obsessed with triangles and fractals. This is because the Precursors understood that 90-degree angles are for losers and humans.

Guardian AI: Fractal Guardians don't actually "see" you with eyes. They detect vibrations and electromagnetic signatures. This is why standing perfectly still or using a cloaking device is legally recognized as "not being my problem anymore."

The Artifact Battery: Every Artifact you find is actually a power source. The "ruin" itself is a giant, dormant machine. By stealing the artifacts, you are essentially stealing the batteries out of an ancient alien's TV remote. This explains why the Guardians are so cranky.

Map Complexity: Ruins come in three flavors, namely, Small, Medium, and Large. Large ruins can have multiple floors and "halls of records" that contain zero records and 100% more traps.

Incubator Rooms: Some ruins contain Incubator structures. These were used to grow the Guardians. If you find one that's still warm, the Coalition suggests you leave immediately—or stay and provide "organic data" for our research team.

Certiorari ad Ludum

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