recursal/Fanatic-Fandom huggingface dataset:
Immortal

The **Immortal** is a rare nemesis enemy in GTFO. Unlike other enemies, the Immortal cannot be killed, and must be constantly avoided in order to survive. It made its first appearance in R7E1 Chaos.

 Occurrence | Extremely Rare

## Appearance

The Immortal appears anatomically similar to a Tank, but lacks tumors on its back, and is a lighter grey color, compared to the Tank's regular fleshy color. The orifices the Immortal attacks from are on top of its body, rather than its 'face', and it moves in a stiff upright stance. It has a unique, deeper roar than the Tank.

## Spawning

Prominently featured in R7E1. It will immediately start following the players once it spawns. Several Immortals will harass players throughout the level three separate times: Upon opening the security door to Zone 444, during the dimensional trip to Destination, and finally when approaching the terminal in Zone 457.

The Immortal can be found sleeping during the secondary objective in R8A2.

## Behavior

The Immortal has an identical behavior to the Tank, save for the fact that it cannot be killed.

The Immortal will quickly catch up once prisoners start running, however it will resort to its ranged attack, and will not melee hit unless provoked to do so via close proximity.

## Strategies

Since it cannot be killed, prisoners must always attempt to complete the mission objective to escape the Immortal.

* The Immortal will de-spawn when jumping dimensions.
* Staying relatively close to the Immortal will not prompt it to run, this allows for greater success in avoiding its melee attacks, in exchange for making you more exposed to its ranged attack.
* One player can distract the Immortal whilst the others complete the objective.
* Luring the Immortal away from places where scans or other all-player actions take place can buy time to perform said actions without interruption.
* The Immortal is easier to C-Foam than the tank, though it will still require a lot, which can be costly. A more effective method is to trap it behind doors using C-Foam.
* The Immortal can only be tracked by the Bio-Tracker for less than a second, making it inefficient for communicating its position, and an active detriment as it incurs a lengthy cooldown.

## Trivia

* Technically because it still has set health it can be killed, but its base health is extremely high and its defense is also quite high making it have an effective health of ~1 billion.
* The Immortal has a Clicking, Alert and Wave sound, which means that it will most likely be found sleeping and in Alarm Waves later on.

## Audio

Clicking

Alerted

Wave

## Gallery

* The Immortal approaching players on a scan.
Bulkhead Key

**Bulkhead Keys** are objective items introduced in Rundown 004 that spawn in resource containers in specific areas during an expedition. They are used to activate a Bulkhead Door Controller, and in turn, to open Bulkhead Doors.

Only the player who picked up the bulkhead key is able to activate the door controller.
Parasitidae Garganta

**Parasitidae Garganta**, **Parasitidae Hammerstein**, or simply the **parasite**, is a parasitic outbreak which began in Garganta. In symbiosis with NAM-V, it is the primary antagonist in GTFO and responsible for the sleepers and other environmental hazards encountered throughout The Complex.

## Background

### Discovery

The circumstances and dates surrounding the discovery of the parasite are unknown, but likely occurred at a similar time and circumstance as the discovery of NAM-V. The earliest mention of the parasite in the logs from Garganta was regarding the set up of triage centers for infected staff on February 13, 2053 — by which point it as assumed that the parasite and virus had already began their rapid spread.

### Spread within Garganta

The spread of the parasite within Garganta is greatly connected with the spread of NAM-V, and as the virus and parasite work in symbiosis, the spread of one likely contributes to the spread of the other.

*See:* NAM-V#Spread within Garganta

### Spread outside Garganta

Unlike NAM-V, which spread globally, it is not known how far the parasite was able to spread outside of Garganta.

In April 2057, The Daylight Mission shared stories the Cuban military said they had engaged with "Chichiricu" — a coordinated and highly-aggressive creature whose corpses "disappear before [they] can be recovered," similar to that of the sleepers. It is not known if this creature is a recent mutation of local fauna or sleepers having escaped Garganta. No other encounters with sleepers are described outside of Garganta.

## References

1. ↑  834-786-872
2. ↑  23G-B8E-MGK
3. ↑  PHI-LCK-736A
4. ↑  57H-K78-EVR
ALT://R3C1

## Objectives

 **Main:** Retrieve HSU

1. Enter Zone 10 **or** 11 and collect the colored Key.
2. (Optional) Enter Zone 14 for extra resources. The Key for this Zone is found in Zone 13.
3. Make your way to either Zone 17 **or** 20 depending on the position of the required HSU. *Opening either of these Zones will require you to start an error alarm spawning Chargers for the rest of the expedition every 20 seconds. After every full minute another Charger will be added to the spawned group, starting with 3.*
4. Complete the HSU team scan.
5. Go back to the entry point and extract.

## Enemy Types

*\*Only in Zones 15, 16, 17, 18, 19, 20 and during the Error alarm.*

## Trivia

* This level (along with the original R3C1) is a remake of **C1: Alpha** from Rundown Alpha.
* The objective text contains a message encoded using a ROT47 cipher. Decoded, it reads "Unexpected geographical data mismatch, area deemed unstable."
Terminal Command

The **Terminal Command** objective, also known as **Input Command**, is an objective that requires players to input a specific command into one or more terminals, and occasionally, complete a bioscan.

Completing this scan or executing the commands can have a variety of effects depending on the expedition, such as cutting power to the lights, filling the area with infectious fog, opening security doors, and spawning enemy waves.

Players can use the auto-complete function of terminals (Tab key by default) to quickly input commands.

## Commands

These are the known Terminal Commands that The Warden has requested the prisoners to input.

These are the known Terminal Commands which Schaeffer has requested the prisoners to input.

## Gallery

* DISABLE\_LIFE\_SUPPORT
* FLOODGATE\_OPEN\_S156F
* SCCS\_LOCAL\_TEMP\_SET\_294\_GRAD\_INV\_FALSE
* DEACTIVATE\_FILTERS\_S65T
* SPFC\_REACTOR\_A42\_LINE\_7\_TRUE
* OVERRIDE\_LOCKDOWN
* REROUTE\_POWER
Mike Wohlrab

MIKE WOHLRAB

Mike Wohlrab

Mike Wohlrab

## **10 Chambers's Official Q&A**

**- What did you do before 10 Chambers?**

*Prior to 10 Chambers I worked as a Site Reliability Engineer in the Financial Services industry. I was on a team responsible for ensuring a major Stock Market trading application stayed working 24/7.*

**- How does a normal workday play out?**

*A normal day is anything but normal, which is great as it keeps things interesting and fun. It can range anywhere from researching various tools & software in order to create a proposal, to creating builds while preparing releases for our Bug Hunters or public release which includes writing out change logs. Other days it can be working with our Delivery & Development teams to categorize and prioritize bugs that we want to get fixed. Even still other days I am working on improving our build and automation processes in order to create better efficiency along with improved quality.*
Rundown 001

## Summary

Rundown 001 was released on December 9th, 2019. It was replaced by Rundown 002 on March 31st, 2020 at 1 PM CEDT // 11 AM UTC. This was the first level of GTFO's Early Access (EA) phase.

The main purpose of this rundown is to reach and escape from section D, which was used as the entrypoint into Rundown 002. In this rundown, prisoners were sent to retrieve DNA samples and IDs for clearance into the powergrid. Once the powergrid was overloaded, prisoners gathered Partial Decoders and decrypted their way into D1, where they shut down the powergrid and opened up the escape pathway into R2.
Nightmare Striker

Occurrence | Rare

The Nightmare Striker is an enemy introduced in Rundown 8.0 and is a variant of the Striker with many similarities to Chargers.

## Appearance

Nightmare Strikers have an appearance similar to regular Chargers, but with flyer tentacles sprouting from their upper body.

## Spawning

The Nightmare Striker is currently exclusive to levels within Rundown 8.0.

## Behavior

Its behavior is a mix of regular Strikers and Chargers. Unlike Chargers, they'll occasionally choose to strafe around, however unlike Strikers they will also attempt to rush and punch the player while their tongue attack is on cooldown.

## Strategies

Nightmare Strikers have relatively high HP, and their weakpoint is incredibly difficult to hit, making them pose a large threat.

Their weakpoints are the small tumors located on the upper-front and upper-back of their body.
Malatack HXC Heavy Assault Rifle

The **Malatack HXC Heavy Assault Rifle** is a fully automatic assault rifle that fills the special weapon slot, originally released as a rundown specific main weapon in Rundown 004.

## Description

The Heavy Assault Rifle features high ammo reserves and good range at the cost of a slightly lower firerate than most other fully automatic weapons in the game.

## Trivia

* In Rundown 004, this weapon was released as a rundown-specific main weapon
* This weapon was turned into a special weapon in Rundown 6.0.

## Gallery

* First Person View
* Aiming Down Sights
Tools

**Tools** are items that allow players to better control the tactical situation, giving them an advantage against the sleepers in GTFO. Tools occupy your 4th inventory slot and are selected by players in the lobby before each expedition.

## Description

Each tool serves a different purpose. Careful planning and a combination of tools can help the team in upcoming engagements, an example being setting up foam in front of a sentry gun to create a kill zone, slowing incoming hordes. Like weapons, most tools have limited ammunition and must be refilled with Tool Refill Packs, occasionally found in resource containers. The Bio Tracker is the only tool without ammunition.

## List of Tools

* Bio Tracker
* C-Foam Launcher
* Mine Deployer
* Burst Sentry
* Shotgun Sentry
* Sniper Sentry
* HEL Auto Sentry
Buckland AF6 Combat Shotgun

*Not looking for this page? Check here for similarly named pages.*

A fully automatic shotgun that fills the special weapon slot, it was released in Rundown Beta as a rundown specific weapon.

## Description

The AF6 features a twelve-round magazine, automatic fire, and high ammo reserves. It is equipped with a reflex sight and a wide, short ranged flashlight. It is one of the few fully automatic special weapons, alongside the Techman Arbalist V Machine Gun and the Techman Veruta XII Machine Gun. The AF6 has one of the highest crowd control potential of any other weapon at close range.

Compared with the Buckland S870 Shotgun, the AF6 has magazine capacity, reload speed, stagger, and rate of fire advantages. It can also carry a total of 69 shells compared to 28 for the S870 - not only does this allow this weapon to gain more shells from ammopacks, it also allows this weapon to deal more damage at maximum ammo.

However, the Buckland S870 fires more pellets per shot, deals higher damage per pellet and has a tighter pellet dispersion, giving it slightly better range and accuracy.

Both shotguns are suited for close range combat, dealing with many strikers all attacking at once.

## Gallery

* First Person View
* Aiming down sights
Ulf Andersson

ULF "SHONUFF/WOLF" ANDERSSON

 Trivia | The man with the plan / Avant-garde systems coder / Somebody give him lunch

## **10 Chambers's Official Q&A**

**- What did you do before 10 Chambers?**

*I've been making games for a while now. Founded Grin back in the day, then later Overkill Software. I left Overkill in 2015 and took some time off.*

**- Why did you start 10 Chambers Collective?**

*Over the years I've worked/met some genuine people, people I'd like to continue working with. So I set out to create a studio where we could do just that: Work together on something interesting.*

**- How does a normal workday play out?**

Loads of coffee and ramblings, these two things never change. Other than that it depends on what I'm working on and in which field, be it art, programming or design. Lately I've spent a lot of time creating a solid foundation of systems - like networking and rendering - for this and upcoming projects.

## **Released Games**

* Ballistics (2001)
* Bandits: Phoenix Rising (2002)
* Wasteland Racers (2006)
* Ghost Recon: Advanced Warfighter (2006)
* Ghost Recon: Advanced Warfighter 2 (2007)
* Bionic Commando Rearmed (2008)
* Terminator: Salvation (2009)
* Wanted: Weapons of Fate (2009)
* Bionic Commando (2009)
* Payday: The Heist (2011)
* Payday 2 (2013)
Rundown 002

Rundown 002: Infection made its debut on March 31st, 2020 at 1 PM CEDT // 11 AM UTC. It was replaced by Rundown 003: The Vessel on June 11th, 2020 at 1 PM CET // 12 PM UTC.

## Summary

The goal of Rundown 2 was the retrieval of a neonate HSU. In this rundown, prisoners were first sent to retrieve pMOTHER trial samples, hinting at an upcoming challenge in the prisoners' future. They then cleared their way down to section C by rerouting power via power cells, overriding security controls via uplinks, and clearing fog via fog turbines. In section C, three uplinks are used to create a triangulation of the Neonate's exact position. Prisoners then gathered IDs and then reactivated power and filtration systems, setting up a perfect scenario for neonate extraction. The prisoners made their way to the Crib, and finally retrieved the neonate. They escaped into Rundown 3 with the neonate, not knowing what new threats lie ahead.

## Logs

**Rundown 2 Logs can be found here: Rundown 002 Logs**
Storage

The **Storage** environment was the first and only environment in GTFO until the Refinery was added in Rundown 001. Storage is one of the three Mine Environments which may be found within the same expedition — the other two being the Refinery and the Digsite.

## Appearance

Storage contains various shelves and transportation vehicles, a wide variety of containers, boxes and canisters. Most of the names for the Minor Companies found in the Complex can be identified within the Storage environment.

Notably, HSUs are commonly stored in this environment. Expeditions with the Retrieve HSU objective will often have the prisoners visiting this environment.
Shotgun (Disambiguation)

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

Shotgun refers to different weapons and a sentry turret within the game.

## "Shotgun" Weapons:

* Buckland S870 Shotgun - a non-rundown specific special weapon, introduced before Rundown 001
* Buckland AF6 Combat Shotgun - a rundown specific special weapon, introduced in Rundown 001
* Buckland XDIST2 Choke Mod Shotgun - a rundown specific special weapon, introduced in Rundown 004
* Buckland SBS III Sawed-off Shotgun - a rundown specific main weapon, introduced in Rundown 005 (removed in Rundown 7.0)
* Drekker INEX Drei Scattergun - a rundown specific special weapon, introduced in Rundown 6.0
* Bataldo J 300 HEL Shotgun - a rundown specific main weapon, introduced in Rundown 7.0
* Bataldo Custom K330 Slug Shotgun - a main weapon, introduced in Rundown 8.0

## "Shotgun" Sentries:

* Mechatronic B5 LFR Shotgun Sentry - a rundown specific tool, introduced in Rundown Beta
Omneco EXP1 HEL Gun

A semi-automatic hybrid electrothermal light-gas gun that fills the special weapons slot, it is one of the first weapons, alongside the HEL Rifle, to be released featuring piercing rounds and bullet penetration. It was first released in Rundown 003 as a rundown specific weapon and was permanently added in ALT://Rundown 3.0.

## Description

Compared to its sister weapon, the HEL Rifle, the HEL Gun functions as a DMR, serving as an alternative to the TR22 Hanaway Designated Marksman Rifle or the Drekker Del P1 Precision Rifle.

Its main and strongest quality is its bullet penetration, being able to kill multiple targets at a time. It offers high damage and precision but suffers from a lower rate of fire as it has a very brief charge up time before each shot. Like the TR22, it is best used when shots hit their marks, but punishes players for avoiding headshots or just downright missing.

Fundamentally, the HEL Gun is best used in larger crowds, and is able to hold its own against smaller ones. Fortunately, its ability to body two-shot small strikers allows for forgiveness if not all the shots quite hit their mark.

The HEL Gun's potential for crowd control and its ability to hold up on its own against individual sleepers makes it a very strong choice.

## Gallery

* First Person View
* Aim Down Sights
R7C3

**R7C3** is the third C-Tier expedition in Rundown 7.0. This expedition is unique in that players begin without any ammunition or tool supplies, regardless of any chosen boosters. Players will need to coordinate melee kills throughout the first half of the expedition before resources become available.

For that reason, this expedition becomes significantly harder with only bots.

*This article is a stub. You can help GTFO Wiki by expanding it.*
R7C1

**R7C1** is the first C-Tier expedition in Rundown 7.0.

## Objective

 **Main:** Gather Items — Gather 6 GLP-2 vials.

1. (OPTIONAL) Head towards **Zone\_23** and locate the terminal to lower the fog. In this zone should be multiple Scouts and sleeping Giants.
2. Head south east to **Zone\_22** and locate 4 cells. The door to **Zone\_22** will contain a Sustain Scan alarm spawning Giants and Hybrids.
3. Return West, and head north into **Zone\_12** where you will need to place 4 cells into the generators starting in **Zone\_13**.
	* Save one cell to enter Zone\_24 after finding the GLP-2's.
	* Pick a Zone, either **Zone\_14** or **Zone\_15** and apply a cell to the appropriate generator. Once the door is open, it will start an Error Alarm spawning ~10 strikers every 90 seconds until you find all 9 GLP-2's.
	* Carry the remaining cells with you into deeper into the selected zone to open further doors inside of that zone.
	* It's advised you use a terminal to List and Query all GLP-2's and locate where the bulk of them are.
4. Once all GLP's are collected, make your way to **Zone\_24**. In this Zone you will need to initiate a Room Scan. Once the room scan has started, the doors on the side will open and enemies will swarm. There will be at least 3 Snatchers during this scan. As the scan progresses you will get Giants along with Strikers.
	* Upon completion of this scan, an error alarm will occur for the remainder of the expedition spawning Strikers and Shooters.
5. Head to **Zone\_28** and extract. A Snatcher will spawn in the extraction zone — be prepared when opening the door.
	* The Extraction alarm will spawn various enemies including additional Snatchers.

*This article is a stub. You can help GTFO Wiki by expanding it.*

## Enemies

Striker, Shooter, Giant, Hybrid, Big Shooter, Snatcher

## Logs

Lore Logs can be found inside of terminals in the following Zones:

* Zone 13
	+ U5E-GGY-J89
* Zone 23
	+ 2W1-EW2-1PT
R8B3

*This article is a stub. You can help GTFO Wiki by expanding it.*

**R8B3** is the third B-Tier expedition in Rundown 8.0.

The level is filled with infect but offers an optional objective to remove all infection from the level.

## Objectives

 **Main:** Establish Uplink

1. Use the terminal inside of **Zone\_108** to query your required terminal.
2. (Optional) Head west to **Zone\_109**. In this zone you will find a good amount of sleepers, some scouts and a single cell. The party may choose which door to unlock to assist with the remainder of the level.
	* **Zone\_112**: Air Filtration. CLASS S ALARM EXTREME *(This alarm will spawn high amounts of chargers and hybrids and takes a longer time than normal to complete.)*
		+ Enter **Zone\_112** and locate the terminal to enter `Filtration_Startup`. This will remove almost all infectious fog from the level.
	* **Zone\_111**: Fog Turbine. CLASS S ALARM STRONG *(This alarm will spawn high amounts of Chargers and Strikers in syncopated waves and takes longer than normal to complete.)*
		+ This Zone will contain a fog turbine as well as some moderate resources.
	* **Zone\_110**: Fog Repellers. CLASS S ALARM MODERATE *(This alarm will spawn strikers and shooters and complete at a normal pace.)*
		+ This zone will contain a fair amount of fog repellers and resources.
3. From **Zone\_108** enter **Zone\_113** and following your way due east to locate **Zone\_114** (CLASS IV MIXED ALARM).
4. Use terminal command `Lift_Lockdown` inside of **Zone\_114**. Initiating this command will trigger a team scan followed by an error alarm until the players open **Zone\_117**.
5. Return to **Zone\_108** and head north into **Zone\_115** to **Zone\_116**. (Checkpoint Scan).
6. Find the Bulkhead Key inside of **Zone\_116**.
7. (Optional) At this point you may begin the  **secondary objective**.
8. Locate the terminal inside of **Zone\_117**. Locate the password for the terminal inside terminals found in Zones 119, 120, 121, and 122.
	* **Zone\_118** will contain and some chargers that will wake up as the door opens. Terminal will be in the center of Zone\_119.
	* **Zone\_120** will start an error alarm that can be deactivated in **Zone\_121**. To access **Zone\_121** will require a Class III security scan.
	* **Zone\_122** will contain shadows and shadow scouts. (Terminal in Area E).
9. Establish terminal uplink inside of **Zone\_117**. This will be a 10 section uplink sequence. After the 10th sequence, an extraction alarm will be active until the end of the expedition spawning Strikers.
10. Return to **Zone\_108** and extract.

 **Secondary:** Gather Items -- 10 GLP-1 Containers

* To Do

## Enemy Types

Striker, Shooter, Big Shooter, Giant, Scout, Charger, Big Charger

Shadow, Big Shadow, Shadow Scout

Tank

## Expedition Map

1. ↑ https://steamuserimages-a.akamaihd.net/ugc/2309848241690775615/B3B418F1339713C356132CA3EC5078CF22990D55/
Santonianindustries.com

**santonianindustries.com** is a real-world website launched in 2017 for the fictional organisation, Santonian Industries. Since 2021, accessing the website reveals a terminal, similar to those found within GTFO, which can be used to read logs spread across a number of *archives.* Each archive appears to correspond to one of the original rundowns and contains similar logs — although with some formatting, grammatical, or IDs differences.

The website appears to have been updated between rundowns, although the exact timings of each update was not known as no copies exist. The website was not updated for the release of Rundown 8.0.

The logs contained on the website are treated as occurring within the original worldline.

## Archives

 ARCHIVE002 ARCHIVE003 ARCHIVE004 ARCHIVE005 ARCHIVE006 ARCHIVE007 CORRUPTED
In earlier releases of the site, the `CORRUPTED` archive contained lore which foreshadowed future releases.

## Lore

The terminal interface can be accessed by clicking on the Santonian logo, and then clicking the "Missing image!" placeholder which appears afterwards. The terminal behaves similarly to those found within GTFO.

The only active link on the website is the "Contact" button on the bottom right, which leads to a Santonian contact email: contact@santonianindustries.com.

A meta tag within the website's source code indicates that the author was Bishop, one of GTFO's playable characters. Not much was known about Bishop's backstory prior to Rundown 005, except that his first name began with "F" and he might have had a formal job with Santonian prior to becoming a prisoner of The Warden. Rundown 005 would establish Bishop's first name to be "Frank", and clarified his role as an intern, during which he installed spyware and attempted to blackmail Janson Davies.

```
<meta name="author" content="F. Bishop">

```

## References

1. ↑ The Wayback Machine has archived multiple versions of the site since 2018. However, the APIs which are utilised by the terminal interface were only indexed once, and as such, all versions of the site utilise the same log data.
Personnel ID

## Description

Personnel IDs (PIDs) are items found within the Complex which are exclusively an objective item, meaning they are not found in missions where they are not being retrieved.

Personnel IDs are small items found within lockers which seem to belong to former residents of the complex, and were used for gaining access to lower levels of the complex or specific parts of it. Both a last and first name can be found on Personnel IDs, both on the pickup text and within a terminal.

In addition to the name, gender and age of the associated employee; the ID has a small text written on it:

**"Security clearance should be handled as a valuable document. Report lost ID to central services."**
OSIP Hormone

## Description

OSIP Hormones are small objective items found within the Complex, meaning they are not found in missions where they are not being retrieved. They are a possible item for the Gather Items objective.

OSIPs are found within lockers or boxes. Their design is four small vials in a box, similar to a drink carrier.

Querying OSIPs at terminals shows that these vials contain Omega-sleep-inducing peptides, hence the abbreviation OSIP.

The following text can be found on the box:
"OSIP - 5MG - 99% Purity - Research Use Only"
Rundown 005

Rundown 005 was released on April 29, 2021 at 11 AM UTC // 1 PM CET.

Rundown 005://Extended was released on June 23, 2021 at 8:12 AM UTC // 10:12 AM CEST

## Logs

**Rundown 5 Logs can be found here: Rundown 005 Logs**

## Teasers

* New Environment
* New Expedition
* Double Tap Rifle
* Clip from Simon Viklund's Twitter
* Ambassador Promo Art

Audio Log featuring Hackett
Reactor Startup

**Reactor Startup** is a wave-defence objective where players must defend a reactor during its startup sequence. This startup sequence consists of multiple waves of enemies, requiring combat and resource management skills. Prisoners will find large amounts of ammunition and resources on these levels to compensate for the large number of enemies.

## Description

**Reactor Startup** expeditions sometime begin in total darkness due to the deactivated reactor (such as in ALT://R1C1). Players must navigate toward the reactor, dealing with sleepers along the way, while also collecting ammunition and resources to be used in the latter defence.

When the reactor is found, a dedicated terminal will be used to activate it with the command `REACTOR_STARTUP`. The first part of each reactor startup phase is a high-intensity test, during which prisoners must defend against waves of enemies as a timer runs down. This requires large amounts of preparation and coordination. As the reactor startup progresses, the waves tend to get more challenging, with each high-intensity test lasting longer and/or spawning waves of much deadlier enemies.

After each high-intensity test, the reactor will require the prisoners to input a code at the reactor terminal before the timer ends. Failure to do so will result in the resetting of the current wave, costing time and resources. To progress to the next stage of the reactor startup sequence, there will be a prompt on your screen with the command `REACTOR_VERIFY` along with a randomized code word to enter. For example, if the code word is `DART`, you must type in `REACTOR_VERIFY DART` to enable the next cycle.

In some reactor objectives (such as in ALT://R3A3), the code word is not provided on the HUD, and instead the prisoners are prompted to find it in a log file on a specific terminal in one of several adjoining zones (the zone is normally specified on the HUD). At the beginning of the reactor startup sequence, all of these auxiliary zones will be inaccessible, the security doors on emergency lockdown, and each zone will unlock in sequence as necessary to find the access code. Prisoners will have to move quickly through these zones and whatever threats may be inside to find the terminal with the code word in time. These zones often have their own associated threats such as regular sleepers, scouts, various types of alarm doors, and boss enemies such as mothers and tanks.

Typically, once the final verification code is entered and the reactor startup is successful, no more enemy waves will spawn, but sometimes the end of a reactor objective has an associated error alarm which is triggered. Once the reactor startup is finished, it can also have other environmental effects such as turning on lights throughout the expedition (if the zones were in darkness previously).

## Gallery

* Reactor (R1C1)
* Terminal for the reactor
* Reactor (R2D2)
* Code showing up on the top of the HUD (code "LEFT" here)
List of Expedition Objectives

The following article details sector objectives for each rundown and expedition. As this data is extracted from the GTFO, it only represents the main or first objective per sector. Some sectors may contain multiple objectives, which must be completed in a chain, and this chain is not included.

GTFO randomly generates item serial numbers, and as such, these are shown as `XXX` in the text below.

(This article was last generated on January 15, 2024)
Timed Sequence

The **Timed Sequence** objective is an objective that requires players to input specific commands into two terminals in quick succession. This objective was introduced in R7D1.

To start the timed sequence, players need to find the correct terminal and enter the command `INIT_TIMED_CONNECTION`. Entering this command will keep spawning in various enemies until the sequence is completed. This will also display the ID of another terminal on both the initial terminal as well as each players HUD and will start a countdown.

Players will have to locate this second terminal and enter the command `VERIFY_TIMED_CONNECTION`. This will start a second, shorter countdown.

Players then have to enter the command `CONFIRM_TIMED_CONNECTION` into the initial terminal to complete the sequence.

Should the players fail to input the commands within the time limit, enemies will be spawned in and the sequence has to be completed again.

Players can use the auto-complete function of terminals (Tab key by default) to quickly input commands.

It is helpful to take note of nearby terminal IDs and their location to quickly navigate to them once the sequence is initiated.

Because of the short time frame between the second and third command input, this objective *can* be impossible to complete when playing alone. However, depending on the distance between to two required terminals this can still be accomplished but isn't adviced.
ALT://R2D1

## Objectives

 **Main:** Activate Generator Cluster

*For each Power Cell placed in the Generator Cluster, the Fog will be lowered a bit.*

1. Search Zones 606, 607, 608, 610, 611, 612, 613 and 614 for 5 Power Cells (almost each Zone containing 1, with a total of 7). 1 Power Cell will be in either Zone 611 **or** 613.
2. Go back to the entry point and extract.

## Enemy Types

*\*Only in Zone 607, 608, 610, 612 and 613.*
Refinery

The **Refinery** environment features refining equipment for the processing of materials brought up from the Digsite. This environment was added in Rundown 001 to extend upon Storage. Refinery is one of the three Mine Environments which may be found within the same expedition — the other two being the Storage and the Digsite.

## Appearance

Large tubes and cylindrical containers are the main features of this environment, as well as various machines for the refining process. Similar to the Storage, many containers on shelves or vehicles can be seen in this environment. Some walls and floors have many sections without paneling, revealing the stone surface behind.
R8C1

**R8C1** is the first C-Tier expedition in Rundown 8.0.

## Objectives

**Unlike most other expeditions, choosing the  overload objective will lock you out of the  main objective and vice versa, instead of offering an extra objective. However, you will still be awarded with a clear for the  main objective when completing the  overload objective. If you want to achieve "Prisoner Efficiency"  (normally completing all 3 objectives in one run), you only need to complete the  Secondary objective and the  Overload objective.**

 **Main:** Establish Uplink

1. Find the Terminal in Zone 241 and enter the command `SERVER_VENTILATION`. *This will unlock the Security Door to Zone 242.*
2. Enter Zone 242. *Opening the Security Door to Zone 242 will change the density of the fog periodically until the end of the expedition.*
3. (Optional) Collect the Bulkhead Key in Zone 242. At this point you can choose to start the secondary objective.
4. Enter Zone 249 and collect the microdive next to the Terminal.
5. (Optional) At this point you can choose to start the overload objective. *This will lock you out of the main objective.*
6. Enter the command `REQUEST_ACCESS_PROJECTINSIGHT_[1]` into the Terminal in Zone 249. *This will unlock the Bulkhead Door 245 and also lock you out of the overload objective.*
7. Make your way to Zone 245 and establish 2 external uplinks using the correct terminals in Zone 245, 246, 247 and 248. *Zone 246, 247 and 248 will be unlocked as soon as you enter Zone 245. Completing both uplinks will initiate an error alarm, spawning Strikers/Shooters until the end of the expedition.*
8. Make your way to Zone 243 and extract.

 **Secondary:** Terminal Command

1. Use the Bulkhead Key and the Door Controller in Zone 242 to open the Bulkhead Door to Zone 360.
2. Make your way to Zone 362 and collect the colored Key to unlock the Security Door to Zone 364.
3. Find the Terminal in Zone 364 and enter the command `RESTART_VENTILATION`. *Completing this objective will spawn additional enemies during the overload objective but won't change the main objective.*

 **Overload:** Timed Sequence

1. Enter the command `REQUEST_ACCESS_PROJECTINSIGHT_[2]` into the Terminal in Zone 249. *This will lock you out of the main objective.*
2. Make your way to Zone 370 and complete 3 timed sequences using Terminals in Zone 370, 371, 372 and 373. *If you already completed the secondary objective, each completed timed sequence will spawn multiple waves of Shadows. Completing all 3 timed sequences will initiate an error alarm, spawning 4 Strikers/Shooters until the end of the expedition.*
3. Make your way to Zone 243 and extract.

## Resources % per Zone

* Main Objective Zones
* Secondary Objective Zones
* Overload Objective Zones

*(May vary slightly)*

*(May vary slightly)*

 **364** | 120 | 140 | 100

*(May vary slightly)*

 **373** | 80 | 120 | 80
Bazaar

*This article is a stub. You can help Oriental Empires Wiki by expanding it.*

 **Benefits:** | enables export tradeExtends Trade Range to 12

**Bazaar** is one of the buildings in Oriental Empires.

## Description

Allows trade goods to be sold to nearby settlements. The income derived from the trade depends on the number of trade items produced which the other settlement does not have, and the population of that settlement. Every settlement has some local specialties that may be traded for some modest profit. Trade may be conducted with other settlements controlled by other factions provided that they are not at war.

## Effects

* Enables overland trade within 12 hexes.
* Enables Caravansary (with Coinage Bronze Era Power Technology)
* Upgrades to Market.
* Trade value multiplier: 2
* Produces items for trade.
* Increases internal trade by 50%
Shelling Nano Burst Pistol

The **Shelling Nano** is a 28-round, two-shot burst pistol which occupies the main weapon slot.
It is a non-rundown specific weapon released with Rundown 8.0.

## Description

**Shelling Nano** is a sidegrade to Shelling S49 Pistol, fulfilling the same role as a disposable close range self-defense weapon with minor differences in performance.
It trades reduced bullet damage (3.05 vs 4.64) and worse damage fall off (7m vs 9m) for ability to shoot 2 bullets at once dealing a total of 6.1 damage, while 28 rounds translate to 14 bursts - or just 1 less trigger pull than **S49 Pistol**.

**Nano** is capable of killing a Striker in 2-4 bursts depending on how many shots will hit the head.
A flawless burst to the head will deal 15.86 damage, only requiring a single other burst to finish the target off, theoretically making **Nano** capable of killing 7 strikers per magazine.
**S49**, in comparison, requires at least 3 shots to kill a striker from front and thus is capable of only 5 kills per mag.
Shooters, however, die in the same amount of trigger pulls for both - 2.

## Tips

* **Nano's** hip-fire is surprisingly accurate, with the burst landing square within the aiming circle.
	+ For this reason it is exceptionally easy to use at close range - by simply putting targets' heads within the circle.
* **Nano** is missing **S49's** ability to execute Strikers to the back of the head, since the first bullet in burst pops the head and causes 2nd bullet to miss. This can be counter-acted by aiming for the neck, but can be considered to be too much effort.
* **Nano** is equipped with a surprisingly good flashlight, which combined with its small stature makes it amusingly comfortable for exploration purposes.
* **Nano** performs badly against Chargers - requiring exactly 5 bursts to kill one, quickly turning into 6 if even one bullet misses or enough damage will be lost to range fall off.

## Trivia

* "Nano" comes from Greek "Nanos", meaning "dwarf".
* Fitting of its name - **Nano** is currently the smallest gun in the game, occupying the least screen space even compared to its' sibling.
* **Nano** is sporting a notably more slick, modern design - especially for a Shelling product, potentially being marketed to spec ops units.

## Gallery

* First Person View
* Aiming Down Sights
Raptus Treffen 2 Machine Pistol

Not to be confused with the Raptus Steigro HEL Autopistol

The Machine Pistol is a fully automatic weapon filling the main weapon slot.

## Description

It has a high rate of fire and low damage. This gun is optimized for aggressive close-quarters combat. If used correctly this weapon currently has the highest ammo efficiency of all main weapons, if you ignore piercing weapons such as the HEL Revolver.

It comes with an integrated red-dot with illuminated rear sights and has a very quick reload speed in exchange for lack of range.

## Trivia

* It has the highest rate of fire in the game (barring the mid-burst RoF for the burst weapons, although their effective RoF is still lower), being slightly higher than the Bullpup Rifle.

## Gallery

* First Person View
* Aiming Down Sights
ALT://R5C2

## Objectives

**If you want to achieve "Prisoner Efficiency"  (completing all 3 objectives in one run), you need to complete the  Secondary and the  Overload objective (in any order) before the  Main objective.**

 **Main:** Activate Generator Cluster

1. Collect the Bulkhead Key in Zone 211.
2. (Optional) At this point you can choose to start the secondary or overload objective. *Completing one of these objective gives you access to the next Bulkhead Key to either enter the other bonus objective or the main objective.*
3. Use a Bulkhead Key and the Door Controller in Zone 212 to unlock the Bulkhead Door to Zone 215.
4. Retrieve 5 Power Cells in Zone 213, 214, 215, 216, 217 and 218 and deliver them to the Generator Cluster in Zone 212. Zone 217 contains 2 Cells, the other 5 Zones contain 1 each. *Every time a Cell is inserted into the Cluster, the fog will be lowered a bit.*
5. After the 5th Cell is inserted, a Class IV alarm will be initiated and the Security Door to Zone 219 will be unlocked.
6. Make your way to Zone 220 and extract. *Zone 220 contains a Mother and 2 Scouts.*

 **Secondary:** Reactor Startup

1. Use a Bulkhead Key and the Door Controller in Zone 211 to open the Bulkhead Door to Zone 396.
2. Reach the Reactor in Zone 397 and initiate the startup sequence.
	1. To enter Zone 401, use the colored Key from Zone 402. Zone 402 will contain a Tank.
3. Collect the Bulkhead Key in Zone 402.
4. (Optional) At this point you can choose to start the overload objective.

 **Overload:** Terminal Command

1. Use a Bulkhead Key and the Door Controller in Zone 218 to open the Bulkhead Door to Zone 480.
2. Enter Zone 480 and input the command `OPEN_SECURITY_DOORS` into the terminal. *The command will start a room scan and open all 3 Security Doors leading to Zone 480.*
3. Collect the Bulkhead Key in Zone 482.
4. (Optional) At this point you can choose to start the secondary objective.

## Resources % per Zone

* Main Objective Zones
* Secondary Objective Zones
* Overload Objective Zones

*(May vary slightly)*

*(May vary slightly)*

*(May vary slightly)*

 **483** | 0 | 0 | 0
Simon Viklund

SIMON VIKLUND

*Squat Guru / Bard and Conjurer of Sonic Doom*

 Trivia | Squat Guru / Bard and Conjurer of Sonic Doom

## **10 Chamber's Official Q&A**

**- What did you do before 10 Chambers?**

*I've been working as a game designer, sound designer and composer in the game dev business since 2000 - first at Grin, then Overkill and then Starbreeze after Overkill was acquired by them. The common denominator here is Ulf, who was involved in all of those companies. At 10 Chambers, our pact lives on!*

**- How did you end up at 10 Chambers?**

*I heard this team was assembling, a team which consisted of a lot of my friends and former colleagues - and I really wanted to be a part of it! I've been a freelancing composer for the past ten or so months, and once it was established that the 10 Chambers team would let me run some freelance projects in parallel with my commitment to the studio, I was on board.*

## **Released Games**

- Ballistics (2001)

- Bandits: Phoenix Rising (2002)

- Wasteland Racers (2006)

- Ghost Recon: Advanced Warfighter (2006)

- Ghost Recon: Advanced Warfighter 2 (2007)

- Bionic Commando Rearmed (2008)

- Terminator: Salvation (2009)

- Wanted: Weapons of Fate (2009)

- Bionic Commando (2009)

- Final Fight: Double Impact (2010)

- Bionic Commando Rearmed 2 (2011)

- Street Fighter III 3rd Strike Online Edition (2011)

- Payday: The Heist (2011)

- Brothers: A Tale of Two Sons (2013)

- Payday 2 (2013)

- Pan-Pan (2016)
Pavilion

*This article is a stub. You can help Oriental Empires Wiki by expanding it.*

 **Benefits:** | Reduced Noble Unrest.

**Pavilion** is one of the buildings in Oriental Empires.

* A pleasant place in the hills to visit will calm the minds of the lords and ladies who visit.
* Why worry about politics when the living is good?
* May be upgraded to a Summer Palace

## Benefits

* Increase Noble happiness by 10%
* Score 1 Cultural Victory Point

* A Zhou Pavilion in the hills outside the capital
* Pavilion Icon
Techman Veruta XII Machine Gun

*For the other Machine Gun, see Techman Arbalist V Machine Gun.*

The **Techman Veruta XII Machine Gun** (called the *Regular Machinegun* in the patch notes) is a fully automatic machine gun that occupies the special weapon slot. It is a rundown specific weapon and was released in Rundown 002.

## Description

The Veruta XII is equipped with a 60-round magazine, a circular holographic scope, and a wide range flashlight able of shining up to ~16 meters in front. This weapon is built to cut the wave.

It can be used as a strong alternative to the Heavy Assault Rifle if a player can handle the high recoil. It excels at taking down big groups of any Strikers and Chargers that rush towards the player if the player is prepared. If the player is caught in the middle of a reload they might get themselves in a dangerous situation. It loses its strength when trying to kill any larger enemies like Big Strikers and Big Chargers because a group of them will easily force the player to empty their magazine, which may be fatal as they close the distance during this weapon's very long reload.

## History

* Rundown 002: Added the Techman Veruta XII Machine Gun

## Tips

* Due to the high recoil on this weapon, it can be worthwhile to hip fire often. The hip-fire accuracy is higher than one would expect.
* Avoid reloading unless you are in a safe position. And when reloading, (just like most weapons), the reload animation can be cancelled by switching to another weapon and immediately switching back when the ammo count resets (in the Veruta's case, when the magazine is inserted). This can be very useful to save a precious second or two when action is needed fast.

## Trivia

* It replaced the Techman Arbalist V Machine Gun in Rundown 002
* This weapon's name, *Veruta*, is derived from *Verutum*, a type of short javelin used by the ancient Roman army.

## Gallery

* First Person View
* Aiming Down Sights
Logs

**Logs** are snippets of communication or system output found on specific terminals across The Complex. Logs are listed using the `LOGS` command on a terminal, and are read using the `READ` command. Logs are occasionally necessary for completing objectives, such as Reactor Startup and Establish Uplink, but are primarily used to communicate the lore and story of GTFO.

## Lore Logs

Logs can reveal more about the story of GTFO. These logs are collated on the respective log pages for each Rundown, as listed below, or browsable through the Logs Category. The Timeline offers a more structured overview of all the logs and the chronological order of events in the story.

## Audio Logs

Rundown 003 introduced audio logs. After opening these logs like normal, they will inform the player that there is an audio file attached and show a prompt to either play the audio or close the file.

```
LOG FILE CONTAINS AN AUDIO ATTACHMENT, DO YOU WANT TO PLAY IT NOW?
(Y/N)

```

Dismissing the terminal will stop the audio.

## Objectives

The Reactor Shutdown, Reactor Startup and Establish Uplink objectives require verification codes from a terminal somewhere within the expedition. To complete the verification, a player must find the terminal and retrieve the verification code.

## auto\_gen\_status.log

The `auto_gen_status.log` log can be found on every terminal and serves no purpose.

```
ReadLog V1. 12
Opening log file auto_gen_status. Log: DONE!
AUTO-GEN NETWORK STATUS REPORT 53 10 11 4:00:00 AM
<<GLOBAL SYSTEM NOTIFICATION>>
Notifying all connected nodes (99.2%)
-WARNING: TEMPERATURE ALERT
00.01A Main server room temperature exceeding 38.999°C
00.01B Main server room temperature exceeding 38.999°C
00.010 Main server room temperature exceeding 38.999°C
00.01E Main server room temperature exceeding 38.999°C
00.01H Main server room temperature exceeding 38.999°C
00.02A Main server room temperature exceeding 38.999°C
00.02C Main server room temperature exceeding 38.999°C
00.02E Main server room temperature exceeding 38.999°C
00.03B Main server room temperature exceeding 38.999°C
00.03C Main server room temperature exceeding 38.999°C
00.03D Main server room temperature exceeding 38.999°C
00.03F Main server room temperature exceeding 38.999°C
00.04A Main server room temperature exceeding 38.999°C
00.04- Main server room temperature exceeding 38.999°C
00.04F Main server room temperature exceeding 38.999°C
00.04G Main server room temperature exceeding 38.999°C
[SUM: 16]
-WARNING: TEMPERATURE ALERT (END)
: IPV11 45.11.93.2E
: Service control       (A82.92)
: Update control        (A32.33)
: Client server event   (A01.91)
Access point(s) active: YES
<<AUTOMATIC SAFETY MEASURE>>
<<COMPLETE AUTOMATIC DATA REDISTRIBUTION>>
Log: 03:23:14 AM
- Priming connected nodes for Emergency Blast Data Transfer
Log: 03:23:48 AM
- Node link(s) compiled
- 00.014-00.01Z - network
- 00.02A-00.022 - network
- 00.03A-00.032 - network
- 00.04A-00.04Z - network
Log: 03:23:49 AM
- 100% of connected nodes primed for Emergency Blast Data Transfer
- Commencing data redistribution
Press any key to continue..

```