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 Barotrauma Cheats

 
   
 
 
Barotrauma

Cheat Codes:
------------
Submitted by: David K.

To activate all Barotrauma cheats, during gameplay you should press on the F3 
key to bring up the Command Console. After that you can lookup below what cheats 
there are & what their codes to enter are.
To list all the COMMANDs you can use, open the console in-game and type in help.
 
godmode
Makes the submarine invulnerable.

spawnitem welding tool
This spawn welding tool at cargo spawnpoints of submarine. 
If you submarine has more, than one you can do below command.

spawnitem welding tool 2
This spawns a welding tool at the second cargo spawnpoint of you submarine.

spawn husk inside
Will spawn husk inside your submarine, where player spawns. If you insert 
monster spawnpoint somewhere husk will spawn at that specific point.

spawn husk
Spawns husk outside of submarine at the start of the level, but I don’t know 
how exactly this works.

spawn (player)
This will cause player to be spawned, but it’s buggy. 
You may need to use heal (player) to fix this.

heal
Removes bleeding, oxygen deprivation and lost HP from yourself, but not the others.

heal (player name)
Above thing, but on specified player. I’m not sure if this command is real.

killmonsters
All monsters near your submarine are killed if players don’t control them.

fixitems
All items and broken interactable parts of the submarine (except of walls) 
fully reduce their condition.

fixwalls
All walls are fully repaired.

editwater
This will make you increase water level in hulls, where you hold left mouse 
button and drop it when holding right mouse button. To disable it type command 
for second time (you should receive message: WATER EDITING OFF.

oxygen
All hulls in a submarine have set oxygen quality to 100%, also works on other 
presented submarines.

editsub
Causes you to enter submarine editor in the middle of the game. You can see waypoints 
of autopilot being there and edit them as well as alien ruins stuff. You can also 
remove gaps in the broken walls of submarine borderlining with exterior area to make 
submarine not take flood by them.

gamescreen
Abandons submarine editor. You may need to use command control (character) to 
restore control over yourself and command lockcamera (character) to remove freecam 
command’s side effect.

killcreatures
Instantly kills all creatures in the map.



Guide to Make Money (Through Questionable Means):
-------------------------------------------------
Written by Hank me up inside   

This is a guide on how to gain a lot of free supplies, materials, and 
credits in campaign mode (singleplayer or multiplayer).

-=Some notes=-
* This strategy will stretch your moral fibers.
* It involves any station you can dock at, its reactor room, some diving suits, 
  a welding tool and violence.
* Much like your submarine, stations rely on power and oxygen to keep their 
  inhabitants alive.

I think you can probably guess where this is going.

-=Step 1: Preparation=-
You need (at minimum):

* A diving suit.
* Plenty of oxygen tanks.
* A welding tool.
* Weapons of your choosing (stun baton + anything else).

-=Step 2: Action=-
In a nutshell, you will:

* Go to the reactor room (with your diving suit on).
* Weld the door to the reactor room shut, preferably when there are no security 
  in the room.
* Incapacitate the engineer by any means necessary.
* Obtain the engineer's keycard.
* Turn off the main reactor, and make sure it stays off.
* Wait until the population of the station suffocates to death.
* Unweld the door.
* Turn the reactor back on once everyone is fully dead. Any stragglers should 
  be easy pickings.
* Take off your diving suit once the oxygen flows again.
* Grab the duffel bags that have replaced the dead bodies and take them to 
  your ship.

-=Notes=-
If you die in multiplayer doing this, you will respawn anyways.
Sometimes turning the reactor off of automatic control is all that is necessary
 to make the power output too low for the station to survive.
You should probably wait to do this until after you have bought everything you 
needed from the NPC's.

-=The Aftermath=-
* Now that you have all of your loot, what can you do with it?
* Some things can be immediately sold upon arrival at a new/refreshed station.
* Some things have to be deconstructed first before they can be sold.
* Or you can just fabricate them into something else.

A good order of operations is to:

* Pick through the loot and take what you want/need.
* Craft anything else you need.
* Sell everything you can.
* Deconstruct everything you can't.
* Keep or sell the materials.
* Repeat the whole process again once you rob a new station.

Congratulations, you are now Europa's most unethical pirate! 
And hopefully slightly richer.





Guide on how to play the game for the new players beginners:
------------------------------------------------------------
Written by Russian SWAT Officer

-=Medicine basics=-
Medicine is one of the most vital parts of a barotrauma crew. The medical 
system is confusing for new players so ill give you a quick rundown, Burns 
and Bleeding can be fixed by plastiseal or bandages.
 
Organ damage, Gunshot wounds, Lacerations, Or blunt force trauma can be 
fixed with opium-related medicine. Blood loss is treated with Saline or 
regular Blood Packs. Poisons can be fixed with their associated antidotes.
 
If somebody is down and requires CPR, PERFORM IT IMMEDIATELY. IT IS A COMMON 
MISCONCEPTION THAT CPR CAN ONLY BE DONE BY SECURITY AND DOCTORS. IF THE DOWNED 
AGENT IS UNDERWATER, PUT ON A DIVING MASK OR SUIT BEFORE BEGINNING CPR.
  
THE ORDER OF AFFLICTIONS TO TREAT FIRST IS AS FOLLOWS:
ALL POISONS OR PARALYSIS.
HUSK INFECTION!!!!!!! (THROW THEM OUT THE AIRLOCK IF THERE IS NO CALYNXIDE.)
 
Bleeding (Fatal if the patient is downed or has multiple cuts, try to give 
blood to avoid them bleeding out while you bandage them.)
 
Oxygen (if unconscious)
Blood Loss (goes down by 1% every 10 seconds)
Organ Damage
Blunt force trauma (can effect the speed if damage is done to the legs.)
Lacerations
Any other negative affliction
 
 
-=The health system=-
Every class has different hp.
 
As you take on more and more damage, the vital signs bar in the bottom 
right will decrease. If this bar runs out, you will get DOWNED and will be 
unable to talk or move. At 5 HP, your character will collapse prematurely.
 
While DOWNED you will slowly start to suffocate (its basically your 
bleedout timer.) If you are about to go down, alert the crew prematurely.
 
As you can guess, if this downed hp bar empties out you will die and have 
to wait for the reinforcement shuttle. While downed you can give in, ONLY do 
this if the redeploy shuttle is about to head out or if you know its over.
 
Any further damage taken while down will make you die faster.
Husks WILL slowly recover over time while downed, finish them off.
 
If you have the vigor buff, you will slowly regenerate no matter what. 
HOWEVER, IT IS STILL POSSIBLE TO SUFFOCATE.
Doctor takes top priority when reviving or needing revival, they’re the 

glue that holds you all together.
Again, if you cant provide sufficient medical assistance then you must stop 
the bleeding and perform cpr.

Basic rundown on each Roles responsibility.
Captain: Pilot the ship, give orders to the crew.
  
Security: Keep the Peace, protect against outside threats and kill hostiles.
 
Medic: Revive and keep the crew in check.
 
Mechanic: Repair the ship, Do mechanical repairs, and craft.
 
Engineer: Operate the reactor or keep the AI control in check. Make electrical repairs.
 
Assistant: Help others in their jobs, learn skills faster.
 
-=How to medic=-
First off, turn on your health scanner hud. Take out all the items fron your 
uniform and put morphine, bloodpacks/saline. And bandages/plastiseal.
 
 
If possible, load your syringe gun with 4 fetanyl to kill any traitors or 
hostile crew members. Make the hits count.

Press H on a character to check their hp. Drag and drop the required medicine 
to heal them, then fix up the next person or restock.
 
Thats basically it, if you hit the 4 fetanyl shots correctly the hostile should 
go down and overdose quickly.
 
Remember, YOU ARE THE GLUE THAT HOLDS THE CREW TOGETHER.
 KEEP YOURSELF SAFE AND ARM YOURSELF.
 
STAY SAFE OUT THERE DOCTOR.
 




Guide to Make Money (Through Questionable Means):
-------------------------------------------------
Written by Hank me up inside

* This strategy will stretch your moral fibers.
* It involves any station you can dock at, its reactor room, some diving suits, 
  a welding tool and violence.
* Much like your submarine, stations rely on power and oxygen to keep 
  their inhabitants alive.
* I think you can probably guess where this is going.

-=Step 1: Preparation=-
You need (at minimum):

A diving suit.
Plenty of oxygen tanks.
A welding tool.
Weapons of your choosing (stun baton + anything else).

-=Step 2: Action=-
In a nutshell, you will:

* Go to the reactor room (with your diving suit on).
* Weld the door to the reactor room shut, preferably when there are 
  no security in the room.
* Incapacitate the engineer by any means necessary.
* Obtain the engineer’s keycard.
* Turn off the main reactor, and make sure it stays off.
* Wait until the population of the station suffocates to death.
* Unweld the door.
* Turn the reactor back on once everyone is fully dead. Any stragglers 
  should be easy pickings.
* Take off your diving suit once the oxygen flows again.
* Grab the duffel bags that have replaced the dead bodies and take 
  them to your ship.

-=Notes=-
* If you die in multiplayer doing this, you will respawn anyways.
* Sometimes turning the reactor off of automatic control is all that is 
  necessary to make the power output too low for the station to survive.
* You should probably wait to do this until after you have bought everything 
  you needed from the NPC’s.

-=The Aftermath=-
* Now that you have all of your loot, what can you do with it?
* Some things can be immediately sold upon arrival at a new/refreshed station.
* Some things have to be deconstructed first before they can be sold.
* Or you can just fabricate them into something else.

A good order of operations is to:
* Pick through the loot and take what you want/need.
* Craft anything else you need.
* Sell everything you can.
* Deconstruct everything you can’t.
* Keep or sell the materials.
* Repeat the whole process again once you rob a new station.

Congratulations, you are now Europa’s most unethical pirate! 
And hopefully slightly richer.



How to Disable Intro:
---------------------
Written by Cr1t1cal

Disabling intro under 1 minute in Barotrauma .

-=Why?=-
Every time you start your game, you see the intro, and with time it gets more 
and more frustrating to smash space to skip it.

-=Steps=-
1.Open steam library – right-click on barotrauma - control - browse local files.
2.Go to Steam\steamapps\common\Barotrauma\Content\SplashScreens

-=Delete these 3 videos=-
* Splash_Deadalic
* Splash_FF
* Splash_UTG

Your game loads without any intro now.




Captain Guide (How to Keep Control the Crew):
---------------------------------------------
Written by RS Pilot

In this guide you will find some information about keeping your crew from 
dissolving into a chaotic mess most of the time.

-=Basic Crew Control=-
Alright, so you find yourself in control of a crew. There are a few things 
you need to know.

* You are the Captain so monkey see, monkey do.
* You should not let anyone else try to boss around your crew.
* Be clear with your orders and don’t jumble them up.
* Turn up your mic volume so you can be heard over the chaos.
* Security is your friend and are happy to deal with problems “Calmly”.

Your crew is a bunch of random people crammed in a sub on a planet with 
eldritch horrors beyond mortal comprehension. This will cause them to go crazy 
if you don’t keep them in check. Have security monitor all activities and also 
monitor where your crew are in your ship. Too many people in one place can mean 
that something suspicious is going on. Use your monitor on your nav panel to 
check where people are.

Maintaining your composure is important and will help with your crew listening 
to you. Don’t explode or whine about stuff. Just get your point across and you 
will be fine.

-=Dealing with Clowns=-
Clowns are interesting. They can be the bane of the captain’s existence or 
they merely do a little trolling like swapping the medics supply locker with 
resources from the engineering one.

Clowns that cause havoc are a problem that needs to be dealt with. The best 
way is to arrest them and lock them in a room where they won’t cause any harm 
or problems.

If this does not work, see: Dealing with Clowns (Advanced/Expert Methods)

-=Dealing with Assistants=-
Assistants are annoying and must be dealt with accordingly. If an assistant
 makes even one mistake or causes an issue, they must be arrested. Once you 
have them in cuffs, you have several options.

* Lock them in a room that isn’t frequently used.
* Lock them in a ballast. Hopefully the mud raptors will agro on them giving 
  you time to respond.
* The good old throwing them out an air lock. For best results, do it while 
  there are hammerheads in the area.
* Firing squad.
* Target practice.
* Test subject for your medics.

-=Dealing with Medics=-
Medics are essential to the survival of a submarine’s crew. They are there to 
heal you and pull you back from the grave after getting shot by station security 
for “Accidentally” Strategically Transferring Equipment to Alternate Locations
 (S.T.E.A.L). They also have the ability to kill faster than any weapon apart 
from direct impacting people with a railgun. Do not make your medic angry. In 
saying this, medics, at least in my experience, are often the most deranged member 
of your crew and to be honest it’s kinda understandable. People are constantly 
stealing your stuff so that when they need help you don’t know where your stuff 
is. In saying this, I often have a guard in the medical bay to prevent theft. If 
that’s not possible then giving your medics access to the armory also works.

As a captain, it’s best practice to keep antidotes on you for every drug you 
have on the ship. You never know when the medic will “Accidentally” inject you 
with a husk infection.

-=Dealing with Clowns (Advanced/Expert Methods)=-
Here are some advanced/expert methods for dealing with clowns.

* You have a revolver, use it
* You have access to a variety of weapons in the armory.
* Tie them up and shove em out an airlock.
* Drown em in a ballast tank.
* Mudraptor/ Tiger thresher bait.
* Poor man’s decoy depth charge.
* Target practice
* Station Security target practice.
* Meat shield.
* Test subject for medics.
* Stress reliever.
* Holder of the volatile rods (Requires them to be locked somewhere not 
  frequently used and no hazmat suit).
 

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