recursal/Fanatic-Fandom huggingface dataset:
Machine Gun (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.*

Machine Gun refers to two guns in the game: Techman Arbalist V Machine Gun and Techman Veruta XII Machine Gun.

In the game's patch notes, the Arbalist V is usually referred to as the 'Machinegun (Low RPM)', whilst the Veruta XII is usually referred to as the 'Regular Machinegun'.
Data Cube

**Data Cubes,** or **Data Blocks**, are small objective items found within The Complex and introduced in Rundown 6.0. They are also a potential item for the Gather Items objective and can be found in lockers or boxes. Data Cubes are only present in expeditions in which they are an objective.

When queried at a Terminal, they are described as an "Advanced data storage unit."

A variation of the Data Cube, the **Tampered Data Cube,** also appears in some expeditions. Despite being identified by the same name as a Data Cube on the Terminals, when queried, they will display:

```
ie*&#@_Dire%^&
```

## Background

Data Cubes have the unique property of transporting (or teleporting) the prisoners once it is collected. This behaviour is also mentioned in a few logs: EQQ-RZE-6M; Dr. Stokes Audio #2; and Dr. Stokes Audio #3.

Data Cubes are essential to the initiation of a Matter Wave jump via the Matter Wave Projector, acting as data storage for the three required navigation components:

* The Euclidean data of the destination (physical coordinates)
* The frequency or temporal resonance of the dimension
* "The Constant" (presumably the speed of light of the dimension)

It is not clear who tampered with the Tampered Data Cube and for what purpose.
ALT://R5B4

## Objectives

 **Main:** Survive Warden Protocol

1. Make your way to Zone 179 and survive until the Warden Protocol unlocks the Security Door to Zone 182 after 10 minutes.
2. (Optional) Collect the Fog Turbine in Zone 179.
3. (Optional) Enter Zone 180 and/or 181 to collect resources and a Power Cell per Zone.
4. Make your way to Zone 182 and survive until the Warden Protocol unlocks the Security Door to Zone 185 after 20 minutes.
5. (Optional) Using Power Cells from Zone 180 and 181, enter Zone 183 and 184 for additional resources.
6. Make your way to Zone 186 and survive until the Warden Protocol unlocks the Security Door to Zone 187 after 30 minutes.

## Resources % per Zone

Main Objective Zones

*(May vary slightly)*
Characters

On this page you can find the list of **Characters** in *GTFO*.

## Prisoners

* Woods: A thoughtful American who believes in deeper meaning.
* Dauda: A determined and cunning but secretive Nigerian.
* Hackett: An Irish native described as cynical and comical but reliable.
* Bishop: A distrustful and pragmatic Englishman who is interested in getting the job done.

* Woods
* Dauda
* Hackett
* Bishop

**Notes:**

* The prisoner is chosen by the lobby's join order. The first player to join (host player) will always be Woods, the second will be Dauda, the third Hackett, and the last Bishop.
* Since the players can customize their character, choosing a prisoner will just change one's voicelines (and their head model).
* There is a section on the official website containing backstory for all four main prisoners as well as their Prisoner IDs.

## Major non-player characters

* The Warden
* Schaeffer (C067, T-3894)
* Henriksson

## Minor Characters

The links for each character lead to the first Log they are mentioned in.

### Mambo Media Services news wire

1. ↑ ERG-432-UU
2. ↑ EYY-GBB-18P
ALT://R5A1

## Objectives

 **Main:** Terminal Command

1. Make your way to Zone 62.
2. (Optional) Collect the Bulkhead Key in Zone 62.
3. Using the Power Cell and the Generator in Zone 62, unlock the Security Door to Zone 63.
4. Proceed to Zone 63 and enter the command `OVERRIDE_LOCKDOWN` into the terminal.
5. Make your way to Zone 64.
6. (Optional) At this point you can choose to start the secondary objective.
7. Enter Zone 65 and extract.

 **Secondary:** Gather Items

1. Use the Bulkhead Key from Zone 62 and the Door Controller in Zone 64 to open the Bulkhead Door to Zone 191.
2. Enter Zone 192, 193 and 194 to collect 6 Plant Samples. (A total of 7 Plant Samples can be found)
3. Entering Zone 192-194 requires using a Power Cell for each of the Zones. These Cells are located in all 4 Zones (191-194) of the secondary objective.

## Resources % per Zone

* Main Objective Zones
* Secondary Objective Zones

*(May vary slightly)*

 **65** | 0 | 0 | 0

*(May vary slightly)*

 **194** | 40 | 40 | 40
Drekker INEX Drei Scattergun

The Drekker INEX Drei Scattergun is a high damage, semi-automatic shotgun with a large blast cone filling the special weapon slot, it was released in Rundown 6.0 as a rundown specific weapon.

## Description

The Scattergun features the highest damage per shot out of every weapon currently, capable of taking out Big Strikers or even Big Chargers from the front in a single shot; boss enemies such as the Mother only take a few shots to kill. The main downsides of this weapon are its short range (both in terms of damage falloff and the wide blast cone) and severely limited ammo supply (both in the magazine and in reserve). Thanks to the large blast cone and high pellet count per shot, this weapon also performs very well against large hordes of enemies.

## Trivia

* Despite what the 'Drei' in this weapon's name implies, it only has two shots in a magazine. It might have been intended to have three when first designed, before the magazine size of two was decided upon.

## Gallery

* First Person View
* Aim Down Sights
Cocoon

**Cocoons** are an environmental hazard that are present in certain zones, repopulating the rooms with enemies when the players are a set distance away. They cannot be destroyed or disabled. Cocoons were introduced in Rundown 005.

 Occurrence | Rare

## Appearance

Cocoons are bulbous brown sacs that hang from the ceiling.

Presumably, they open up to release more enemies when a room has been depopulated, this cannot be seen in-game though, as they will not repopulate rooms until players are outside the vicinity of the zone it occupies.

## Spawning

Cocoons only appear in certain zones in certain expeditions, like Spitters and the Scout. If a room within a zone that has cocoons did not originally spawn with sleepers inside of it, that room will not have cocoons.

## Behavior

The effect of cocoons is noticeable when there are no players within two rooms and the same zone of a cocoon. When these conditions are met, any enemies that previously occupied the room will have respawned. With a few exceptions, Scouts only respawn on certain expeditions.

This creates a hazard in expeditions where rooms with respawned enemies have to be traversed several times or complicate escape extractions if the room intersects with the escape route. Because of the distance requirements for enemies to respawn, it is possible for only some rooms within a zone to respawn, depending on player positions. Some zones will respawn with fewer enemies, but only after the first time it is cleared. Clearing the room multiple times will not further decrease the amount of enemies that will respawn.

## Strategies

* The presence of cocoons in the area warrants a stealthy approach, any ammo spent on killing enemies will be wasted if you inevitably have to backtrack through the area.
* As long as one player is occupying the zone the cocoons are in, or is within 2 rooms of a cocoon, the enemies will not respawn. Note this option isn't viable if the objective requires your team to finish team scans.
ALT://R4C1

## Objectives

 **Main:** Process Item

1. Collect the colored Key and Power Cell in Zone 72.
2. Using the colored Key, enter Zone 74.
3. Enter Zone 75 **or** 76 **or** 77 to collect the Bulkhead Key.
4. Unlock the Door to Zone 73 with your Power Cell. *Bring the Datasphere with you to Zone 73.*
5. (Optional) At this point you can choose to start the secondary objective.
6. Place the Datasphere into the NFrame in Zone 78. *Placing the Datasphere into the NFrame will activate an error alarm, spawning 2 Hybrids at the beginning and 2 Strikers/Shooters every ~10 seconds for the rest of the expedition.*
7. Take the Datasphere with you to Zone 80 and extract. *Zone 79 will contain a sleeping Tank.*

 **Secondary:** Establish Uplink

1. Use a Bulkhead Key and the Bulkhead Door Controller in Zone 73 to open the Door to Zone 311.
2. Collect the Bulkhead Key in Zone 311.
3. Locate the correct Terminal in Zone 311 and establish the uplink.

## Resources % per Zone

* Main Objective Zones
* Secondary Objective Zones

*(May vary slightly)*

*(May vary slightly)*
Mechatronic SGB3 Burst Sentry

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

The **Mechatronic Automated Sentry Gun** is a tool that deploys a fully autonomous tripod-mounted perimeter defense system that holds a large amount of ammunition and can be placed on the floor or on objects depending on the tactical situation. The Sentry Gun is able to identify friend from foe, which allows team mates to walk safely within its cone-like range, as long as there are no enemies detected in it. However, if an enemy comes within range, the sentry will fire regardless of player presence and damage allies if they are in the way. Use with caution.

The cone of the Sentry Gun has 3 colors that visually communicate the status of the gun to the players:

* Green: Sentry is active, ammunition is available, and scanning the area for targets.
* Red: Sentry has identified an enemy/enemies and is engaging the target(s).
* Grey: Sentry has run out of ammunition and is in idle mode. All functions ceased until further action is taken. Additionally, the Sentry will emit loud beeping sounds as well.

The Burst Sentry variant fires in 3-round bursts.

While the Burst Sentry's damage leaves something to be desired, it really shines in its ability to stagger enemies, its high fire rate means that it can shoot many enemies in quick succession, mixed with its medium range means that if it is placed in a good spot, eg: a long hallway, it will have time to shoot many enemies before they can reach your position, which will slow them down to either allow you to finish completing scans, or just a longer amount of time to shoot them before you have to move back to another position. Because of its range and fire rate it is a good idea to place it facing where the enemies are coming from to prevent friendly fire.

## Pros

* Adds direct firepower to the team.
* Takes advantage of the sleeper's weak points if shooting their heads.
* The gun's targeting scanner can warn on where enemies are coming from.
* Good rate of fire.
* Good range.

## Cons

* Requires constant tool resource packs to upkeep.
* If enemies are moving side-to-side the sentry has issues hitting them, resulting in ammo inefficiency.
* Can only fire targets in front of the gun.
* Not particularly effective against large enemies.

## Gallery

* Shotgun Sentry placed down
* Green - Sentry is Active and locating targets
* Red - Sentry has found enemies and is firing
* Grey - Sentry is out of ammunition and idle
* First Person View
* Placement Indicator For the Sentry
D-Tek Optron IV Bio Tracker

Tool type | Support

The **D-Tek Optron IV Bio Tracker** is a tool that tracks the movement and life-signs of enemies.

## Description

The Bio Tracker will track enemies in a frontal arc of the operator and possesses the ability to track targets behind doors and walls. It helps the players to identify threats early, so they can plan their moves accordingly. Dormant enemies will show on the Tracker as large white dots, while awoken enemies and patrolling Scouts will show as large red dots.

It's secondary function marks targets that are moving (red dots) within range by holding the left mouse button. Once marked, the enemies will be displayed and tracked on the player's HUD in real time for one minute (with a few exceptions). This function has a short cooldown duration of 8.5 seconds before it can be used again.

The Bio Tracker has an infinite battery life and does not require re-supply from Tool Refill Packs.

## History

* In Rundown 6.0, a feature was added that would let players mark a single enemy instead of every target in range by holding down the right mouse button before marking the enemies.
* In Rundown 7.0 the single target ping was removed and the change was completely reverted to before.

## Tips

* Can detect Shadows. Pings on Shadows will allow turrets to shoot at them. However, they last for a shorter time than on regular enemies (less than the 8.5 second cooldown).
* When used in combination with a Shotgun Sentry or a Sniper Sentry, synergizes with them to give them increased stats.
* Enemies can be tracked beyond the normal 20 meter range up to about 30 meters away when using the upper left and right corners of the screen.

## Bugs

* Sometimes, enemies will appear as small red dots on the Biotracker. This can happen to both dormant and active enemies. When it occurs to an active enemy, it will not be possible to mark that enemy.

## Gallery

* First Person View
* Close up of the Bio Tracker's display with two enemies in range
* Warning indicating the user cannot tag sleepers
* Bio Tracker showing 2 enemies 10-20 meters away
* Marked enemies displayed
Mega Mother

The **Mega Mother** is a variant of a Birther Boss that was added with the Rundown 8 - Duality update.

 Occurrence | R8D2 - "Slaughter"

## Appearance

Visually, the Mega Mother is a larger Big Mother. What distinguishes the two, other than size, is the location of the tumors on its body. Mega Mothers have their tumors spread across their body, unlike variants of the enemy that typically have all their tumors clustered around their back.

## Behavior

Unique to any Mother variant, the Mega Mother can attack, being able to tongue and use projectiles, spawn normal Strikers, and is the only variant that will not release fog. During the fight, she will alternate spawning Strikers with her expected Baby Striker wave spawns and attack during the downtime between.

## Strategies

The player should prioritize wave spawns as they occur frequently, albeit at a lower density. During Striker wave spawns, players can take advantage of the enemy back multiplier and the brief period where Strikers are unable to move. Between wave spawns, avoid her attacks and look for tumors to shoot -- as they will be spread around her body randomly. Her slow speed and inability to use fog to camouflage her tumors enable easy shots. Because of how latency works in GTFO, client players should use high damage weapons to deal damage that exceeds a tumor's health to potentially require fewer tumors to be destroyed to end the fight.

## Gallery

* The Mega Mother inside the arena where her fight occurs.
* A comparison of all the Mother variants.
Malatack CH 4 Burst Rifle

The Burst Rifle is a burst weapon filling the main weapon slot.

## Description

The Burst Rifle stands out as a balance between a DMR and an assault rifle, having the capability to fire accurately at the range but still being able to handle close-range combat.

Unlike the Malatack LX Assault Rifle, this variant focuses on mid-range combat and rewards higher damage potential with optimal recoil control and aim at the cost of automatic fire.

## Trivia

* It has the same flashlight as the Köning PR 11 Sniper and the Omneco LRG HEL Rifle.
* It was first added in Rundown 002 and its magazine size was changed from 27 to 30 in later Rundowns
	+ It was re-added in ALT://Rundown 2.0.

## Gallery

* First Person View
* Aiming Down Sights
GTFO Wiki

Welcome to the Official *GTFO* Wiki
The official *GTFO* compendium by the players, for the players.
We are currently maintaining 2,632 pages (386 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

Content

How to play

Weapons

Tools

Characters

Objectives

Enemies

Consumables

Rundown

Logs

Boosters

Locations

Apparel

Screenshots

Trailers

*GTFO* Links

Official page

10 Chambers Website

Steam

Discord

Roadmap

PR Kit

Blog

Santonian Industries

What is *GTFO*?

**GTFO** is a 4-player hardcore co-op action horror FPS. You and your friends will explore hostile and terrifying environments where, in an instant, you are thrown from edge-of-your-seat suspense to frantic action. It's a large-scale experience, testing players in their ability to gear up and adapt to an endless string of unknown and ever-changing challenges.

Every expedition in GTFO is unique and the game lets you make informed decisions on what equipment and weapons to bring - but even then survival is not guaranteed. GTFO throws so many curveballs and unknown factors at you that you and your team always have to stay on your toes - and the atmosphere is suffocatingly tense. It's nerve wracking to play even for us developers! If you're easily scared, wear your brown pants. *[ Read more  •  System requirements ]*

Due to the nature of the wiki, you may come across spoilers to the game. Please navigate through the wiki with this in mind, and at your own disrection! The wiki also has rules, please make sure to give it a read before jumping into editing.

*GTFO* Wiki

About

The game

The developers

The wiki

Help Wiki

General Help

Getting Started

Editing pages

New pages

Moving pages

Basic images

Links

Joining in

Register

Community / How to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.

Main page sections: Top · Flex · Bottom. Changes for the main page can be proposed here.
Klas Henriksson

**Klas Henriksson** is the only character besides the Warden and John Schaeffer whom interacts with the player characters during the events of the game. He was introduced in Rundown 7.0.

## Plot

Henriksson studied computer science at Munich University, and whilst it is not known how he became a KSO, he may have been an engineer within Garganta and later saved himself using a HSU. His KSO designation is incomplete, beginning with with `T-034`.

During Rundown 7 in the original worldline, he was freed from the HSU and resuscitated by Schaeffer, who wanted to use his programming abilities against The Warden. After having his control chip removed, he installs a Sniffer tool with the help of the prisoners. Using the information gained through this sniffer, he comes up with the plan to install a trojan (a type of computer virus) into a Warden network. The successful installation grants Schaeffer and Henriksson access to the objective stack of the KSOs throughout Garganta.

In R8A2 Schaeffer reveals his plan to destroy Garganta, and everyone within, by initiating a nuclear meltdown in one of the reactors. Henriksson, shocked by this revelation, decides to conspire against Schaeffer in order to escape. He informs the prisoners that they will have to get their control chips removed and tells them to meet him in Zone 108. He is then interrupted by Schaeffer entering the room. When the prisoners arrives in R8B3 Schaeffer can be heard calling out to Henriksson, before he seemingly remembers and stops talking mid-sentence. In the next Zone (Zone 109) the prisoners discover a bloody pipe and ID badge next to a terminal — implying Henriksson had been killed by Schaeffer.

In the alternate worldline, Schaeffer had encountered The Collectors, and as such, had no need to resuscitate Henriksson.

## Relevant Logs

#### Rundown 7

* Schaeffer R7C1(1) - "I woke up Henriksson!"
* Schaeffer R7C1(2) - "No one calls themselves a fucking hacker."
* Schaeffer R7C1(2) - Henriksson has his "Slave collar" removed
* Schaeffer R7C3 - The uplink tripped an alarm
* Schaeffer R7D1(1) - Trojan plan
* Schaeffer R7D1(2) - "Brakes"
* Schaeffer R7D2(1) - Get the memory stick
* Schaeffer R7D2(2) - Reach the mainframe
* Schaeffer R7D2(3) - Upload the trojan
* Schaeffer R7D2(4) - "It was supposed to reboo–"
* Schaeffer R7E1 - We are in control

#### Rundown 8

* Schaeffer R8A2(1) - "We're going to burn his house down!"
* Schaeffer R8A2(2) - "We have to stop him. I can help you."
* Schaeffer R8B3 - "What's done is done."
Big Shadow

Occurrence | Rare

Big Shadows are enemies only found in the deep sections of the complex, acting as the larger variant of the Shadows found in the complex. They behave very similarly (apart from being invisible) to the Giant. They made their debut in Rundown 002 E1.

## Appearance

The Big Shadow's appearance is similar to a Giant. However, like other Shadows, they are mostly translucent, being almost impossible to see without a flashlight. Even with a flashlight, they are quite difficult to see. They make similar noises to regular Giants, unlike regular Shadows who are much higher pitched.

## Spawning

Big Shadows are rare, simply because they only spawn in certain expeditions and in specific rooms. However, in these rooms they might spawn in high numbers, which can make them very troublesome. Usually they spawn in pairs and only in sleeping state. However, they can wake up if they are in the room connected by a bloody door.

## Behavior

Since they spawn in the sleeping state, their behavior is the same as any other sleeping enemy. However, a large difference is the fact that they are very hard to see, which is a problem as using a flashlight to see them will cause them to enter the second stage of awareness very quickly.

Unlike Giants, Big Shadows are often found in unusual poses. While dormant, some will be crouched down, while others will stand with their arms up and their head listing to one side. These poses carry over into their alerted state which can make Big Shadows deceptively deadly, as, dependent on their pose, they may be closer or further than a mark by the Bio Tracker would normally indicate.

They can be killed silently while in the sleeping state, in the same method as a Giant. However, this is dangerous because if they are not killed they will be able to inflict very high damage to players nearby. There could also be trouble seeing whether they have actually died or are simply staggered.

When alerted, their behavior is a combination of both the Giant's and the Charger's, having a very long-range tongue attack. However, they will usually use their other attack of charging players and using their punch attack (which is very dangerous as it deals 40% damage). This means that even the healthiest player can be quickly downed by them. The Bio Tracker is extremely valuable when fighting them as without tracking abilities they are hard to spot before they will have already downed you. Despite them being shadow enemies they will still be marked for one minute if marked by the Bio Tracker.
Krieger 04 Mine Deployer

Range | 15m, 3 meter blast diameter

The **Krieger 04 Mine Deployer** is a tool which can plant (and disarm) explosive charges.

## Description

The **Mine Deployer** is used to set mines that utilize a laser sensor trip that triggers a high explosive payload when the enemy comes in contact with it. This makes them useful for setting up traps or as a defensive countermeasure to protect exposed flanks and walkways. Mines can be placed on any surface, except for doors. The mines' explosion and damage works by exploding forward in a column, and not as a spherical explosion around the mine. The exact diameter of the explosive column is 3 meters, while the length is 15 meters. The mine's laser however, will still extend past the explosion's maximum range of 15 meters.

The Mine Deployer's biggest strength is its ability to wipe out groups of enemies congregating behind steel doors when properly set up, preserving the entire team's ammo supplies for later engagements. This can be taken further when paired with a C-Foam Grenade or C-Foam Launcher to reinforce the door, allowing even more enemies to build up behind it, leading to mines killing huge hordes in a single blast.

The Mine Deployer's maximum mine capacity is 8 mines and gains 1.68 mines from a resupply pack (awarding either 1 or 2 mines depending on the current amount). Mines that have not been triggered can be picked up and placed again. Picking up a mine while already carrying 8 mines will delete it.

Note that the tripwire laser can be triggered by dead enemies falling to the ground, potentially causing an explosion with no enemy getting hit.

If you are defending against giant enemy types like the Giant, mines could be placed in higher spots, to ensure that only taller enemies can trigger the mine and are guaranteed to get hit.

If you want to optimize your Tool Refill Pack usage with the Mine Deployer, only use the refill when the Mine Deployer has 5 or fewer mines available. Furthermore, players should only pick a mine back up if they have 6 or fewer mines in the Mine Deployer.

## Tips

* There is no limit on the number of mines placed at a time. The Mine Deployer's capacity only affect the number of mines the player can carry.
* Mines not detonated can be picked up again for later use.
* Best used when put behind a door where enemies are going to gather up behind and break through it, allowing players to kill off the first wave of enemies that breaks through the door.
* Can be used against Shadows and Flyers.
* If possible, try to use the length of the explosion towards a door to clear out all enemies that may be hanging more towards the back of a group. This would mean placing the mine so that the laser is perpendicular to the door.
* Theoretically, mine dominoes can be set up where mines trigger each other with their explosions.

## Gallery

* First Person View
* Deployed Mine
* Enemy baited into a Mine
* Mine Explosion
* Green indicator telling the user can deploy the Mine
* Error indicator informing the user is too far away to deploy the Mine
Big Flyer

Occurrence | Rare

The **Big Flyer** is a large aerial enemy that is found initially in Alpha Three. Big Flyers charge up before releasing a barrage of the same projectiles that Flyers shoot. It made its debut in Rundown 6.0://Extended.

## Appearance

Big Flyers appear to be a stronger and more armored variant of the Flyer enemies. They seem to have a certain electric charge build up around them before they release their barrage of projectiles. Their projectiles are the same as the Flyers but look to be bigger and they seem to release it similar to how Hybrid's attacks are.

## Spawning

These new enemies can be seen in Alpha Three on the upper part of the mining installation summoned along with waves of Flyers and accompanied with Strikers and Giants for ground control. They can also be found within the Complex during certain reactor waves.

## Behavior

Big Flyers move less erratically than Flyers and completely stop moving when charging their attacks. They prefer to engage the player from a distance while keeping line of sight, once they are ready to release their attack it is recommended that players take cover behind objects as a full barrage can easily shred or kill a player within seconds. They inflict light damage (4%) to the player's health.

Big Flyers share the indecisive behavior of shooters, and will often react to certain situations unpredictably. They also only require brief line of sight to initiate their attacks, which can be used to effectively keep a Big Flyer occupied without risking damage. A player can tell when a Big Flyer is getting ready to attack by looking at how many orange projectiles have been created in front of it.

## Gallery

* Big Flyer with its mouth closed.
* Big Flyer charging up its attack.
ALT://R3B1

## Objectives

 **Main:** Establish Uplink

1. Reach Zone 233.
2. (Optional) Unlock/open the Apex Door (Class V alarm) leading to the extraction point in Zone 234 **before** finishing the uplinks.
3. Enter Zones 235 and 236 (Class III alarm for each of these) and establish uplinks with the correct Terminals. *Completing both uplinks will start an error alarm, spawning 4 Shooters every ~45 seconds for the rest of the expedition.*
4. Enter Zone 234 and extract.
Medical Pack

Max charges | 6

Medical Packs are resource packs found in resource lockers or boxes, containing 1 to 6 uses.

Each use from a Medical Pack restores 20% health to either yourself or to your teammates.

Medical packs will appear on a terminal as MEDIPACK\_[number]

## Usage

> To use on a teammate:
>
>
> > Walk up to a teammate while holding the Medical Pack, and when the prompt "use on [teammate's name]" shows up, press down the interact button until the interaction bar fills in completely. When you've used a charge of the Medical Pack, you will have healed your teammate for an additional 20% of health.
> >
> >
>
> To use on yourself:
>
>
> > While holding the Medical Pack, hold down the interact button until the interaction bar fills up completely. When you've finished using the Medical Pack, you should have 20% more health.
> >
> >
>
> *(Note: By default, the Interact button should be "E")*
>
>
> Gallery
> -------
>
>
>
> * Medical Pack found in a Resource Box (old model)
> * First Person View (old model)
> * First Person View (current model)
> * Medical Pack found in a Resource Box (current model)
>
>
>
>
>
>
>
>
>
>
Long Range Flashlight

Max charges | 1

The Long Range Flashlight is a consumable item found in resource containers. It functions as a more powerful flashlight providing superior illumination of dark areas with longer range and has infinite battery life.

## Usage

Its range and power is superior to the standard Flashlight, which helps if you're searching in an area that is pitch black.

It is useful for stealth kills as a quick flash can trigger the heightened alert state of more enemies at once, synchronizing them to make an opening to dispatch other nearby sleepers.

It does not help in thick fog, as it makes the fog glow more intensely, and any silhouettes of the room you might have seen without the flashlight are much harder to see.

One drawback is that it can very easily alert enemies.

The flashlight also proves effective when found in rooms filled with Spitters.

## Gallery

* Long-Range Flashlight as it spawns in a Resource Box
* First Person View
* (Left) Player Flashlight (Right) Long-Range Flashlight
Buckland XDIST2 Choke Mod Shotgun

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The Buckland XDIST2 Choke Mod Shotgun is a four-round semi-automatic shotgun with a concentrated blast cone filling the special weapon slot, it was released in Rundown 004 as a rundown specific weapon.

## Description

This shotgun sacrifices a few things such as magazine size and total ammo for an increased range and fire rate. The choke allows for users to take out enemies from afar while still being useful at a close range. The longer range means it can take out enemies which are tougher from the front such as Chargers without risking them getting close enough to attack. Its high fire rate means that you can shoot out all 4 shells in less than a second if you need to take something out quickly, this makes it good for larger enemies, such as a Mother if you can get on its side, or a Tank if you can get behind it. If you are close enough, a single shell will allow players to take out a Scout in one shot. However, its low ammo count and magazine size mean you need to reload a lot, and will run out of ammo quickly if you don't prioritize the right enemies.

## Trivia

* Somewhat counterintuitively, the XDIST2 gains more ammo per resupply than the Buckland S870 Shotgun, despite having a lower total ammo count - this is due to the XDIST2 having a lower 'bullet cost' (meaning it has a slightly higher reserve ammo capacity), but as it has a significantly smaller magazine than the S870, the S870 is ultimately able to store more shells in total.

## Gallery

* First Person View
* Aim Down Sights

## Notes

1. ↑ Internally defined as a burst weapon with a single-shot burst (with a 0.01s delay between each single-shot burst - shorter than the defined 0.05s delay between each shot)
Malatack LX Assault Rifle

The Malatack LX Assault rifle is a fully automatic assault rifle that fills the main weapon slot. It is the first and only non-rundown specific assault rifle and was released alongside GTFO's pre-alpha launch.

## Description

The Assault Rifle packs a bigger punch and has lower recoil compared to the Van Auken LTC 5 SMG, but at the cost of magazine capacity, rate of fire and maximum ammo reserves. It features a balanced package of firepower, range and recoil that can tackle most situations reliably.

One of the Assault Rifle's biggest perks is that despite being fully automatic, its recoil is low, making ranged shots easier to land and sustained fire more accurate. The Assault Rifle's range also allows for safer crowd control as the player is not required to be as close to sleepers compared to its close range counterparts.

Sadly, the Assault Rifle's great handling is also one of its only perks. Other full auto main weapons have it beat in damage output or stagger capability, and the rest have their own benefits that can outshine the Assault Rifle, such as range or time to kill. The Assault Rifle's weaknesses are basically non-existent, but its balanced nature keeps it from filling a role that someone would look for at the equip screen.

## Gallery

* First Person View
* Aiming Down Sights
Hanaway PSB Double Tap Rifle

The Hanaway PSB Double-Tap Rifle is a two-shot burst weapon filling the main weapon slot.

## Description

The Double-Tap Rifle was released with Rundown 005 as a rundown specific weapon, and was re-added in ALT://Rundown 5.0.

This weapon focuses on precise shots and posseses the third highest damage per bullet and precision multiplier of all main weapons. Instead of firing a single bullet, the Double-Tap Rifle fires in bursts of two.

It is capable of taking out both Shooters and Strikers with a single burst, requiring two headshots and one headshot plus one bodyshot respectively. One strategy for taking out Strikers is to aim a little bit below the head for the start of the burst. The recoil will pull up the weapon for the second bullet and land the required headshot. This is also very convenient when shooting crawling Strikers, since the first shot will destroy their head, followed up by the second bullet hitting their body directly behind.

With good aim, this weapon can be potentionally very ammo efficient (against Strikers).

## Trivia

* The Double-Tap Rifle has a nearly identical appearance to the DMR, distinguished only by the different scope mounted on its square rails, and the rounded stock which closely resembles that of the Burst Rifle, making it clear that the Double-Tap Rifle is a modification of the DMR.

## Gallery

* First Person View
* Aiming Down Sights

## Gallery

* First Person View
* Aiming Down Sights
ALT://R2E1

## Objectives

 **Main:** Retrieve Item

1. Find the Power Cell and Generator in Zone 596 to unlock the Security Door to Zone 597.
2. Find the Power Cell in Zone 598 **or** 599 to unlock the Security Door to Zone 600. (Optional: Retrieve a Fog Turbine in Zone 598/599.)
3. (Optional) Use the Power Cell from Zone 600 or 603 to unlock the door to Zone 601 and retrieve the Power Cell found there.\*
4. Unlock the Security Door to Zone 603 using a Power Cell from either Zone 600 or 601.\*
5. Enter Zone 604 and retrieve the Neonate HSU and the colored Key to unlock the Security Door to Zone 602.
6. Find the Power Cell and Generator in Zone 602 to unlock the Security Door to Zone 605.
7. Find the Power Cell and Generator in Zone 605 to unlock the Security Door to Zone 606.
8. Find the Power Cell and Generator in Zone 606 to unlock the Security Door to Zone 607.
9. Enter Zone 607 and extract with the Neonate HSU.

*\*These 2 steps can be done in any order. Either enter Zone 603 first and open the door to Zone 601 after or enter Zone 601 first and open the door to 603 after.*

## Enemy Types

*\*Spitters only in Zone 606.*
ALT://R2C1

## Objectives

 **Main:** Establish Uplink

1. Establish Uplink in Zone 202 **or** 203, 204 and 206 **or** 207.
2. (Optional) Establish the Uplink in 202 **or** 203 last to get back to the entry point faster.
3. Go back to the entry point and extract.

## Map Key points

Keywords here are fog, alot of scouts and invisible enemies. You'll be doing uplinks in three zones with each uplink spawning waves of enemies until the uplink is complete. Do door 202 or 203 last to get back to the exit (entry) faster. Since waves will have invisible enemies spawning, a biotracker is required for the sentry to do their thing. Bring common distribution of biotracker, foam, mines and a burst sentry. The later rooms have extreme amounts of fog, often mixed in with several scouts that can make your life miserable. There are several portable fog repellants available, so carry at least one. Resources are just scarce so proper distribution is essential. Make your shots count as there will be giants and giant shooters aplenty.

## Enemy Types

*\*Only during Uplink sequences and after completing all 3 Uplinks.*
Locks

**Locks** are a gameplay mechanic and an obstacle which blocks the player from opening doors or resource lockers/boxes.

## Lock types

### Physical Locks

**Physical locks** have a total of 15 HP and can be removed by melee hits or bullets. Hitting a lock will make a noise in an 8 meter radius, alerting nearby Sleepers. There is an **environmental multiplier** that affects how much extra damage damage to locks weapons do. All guns have a multiplier of 2.0. Melee Weapons have varying environmental multipliers.

### Electrical Locks

**Electrical locks** require a hacking mini-game to release. When failed, electrical locks make a noise in a small range, alerting nearby Sleepers.

## Lock Melter

The Lock Melter can be used to open either physical or electrical locks, without alerting nearby Sleepers.

## Gallery

* A physical lock on a locker
* An electrical lock on a box
Ludvig Vikström

LUDVIG VIKSTRÖM

*Assurer of Quality Extraordinaire, Submission Wizard, Computer Horder, Slider King*

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

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

*Worked with a lot of the members at GRIN back in the days, working with QA and delivery Management. After a number of years away from the industry (in banking of all places) I'm finally back!*

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

*Get to work, check in on the buildmachine, play the game on my 3-5 computers, report the bugs, talk to the team about the status of the game, rinse and repeat :)*

## **Released Games**

- Tom Clancy's Ghost Recon: Advanced Warfighter (2006)

- Tom Clancy's Ghost Recon: Advanced Warfighter 2 (2007)

- Bionic Commando: Rearmed (2008)

- Bionic Commando (2009)

- Terminator: Salvation (2009)

- Wanted: Weapons of Fate (2009)

- Battlefield 3 (2011)

- Battlefield 3: Back to Karkand (2011)
Fog Turbine

**Fog Turbines** (or the **Fog Repeller Turbine**) is equipment found within specific expeditions that functions as a portable version of the Fog Repeller, with some key differences.

## Description

The Fog Turbine will activate when carried and will begin to clear fog within the surrounding radius. The Fog Turbine will run indefinitely, but only when held, prohibiting the use of weapons or equipment.

The Fog Turbine will deactivate when dropped, winding down and allowing fog to fill the area

The Fog Turbine may also be the item intended for the Retrieve Item objective, where it must be carried to the extraction zone.

When queried at a Terminal, they are described as a "*Industrial grade fog repeller turbine*".

## Gallery

* The Fog Turbine as it is found in expeditions
* First person view
* The Fog Turbine in use
Mechatronic B5 LFR Shotgun Sentry

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

The **Mechatronic Automated Sentry Gun** is a tool that deploys a fully autonomous tripod-mounted perimeter defense system that holds a large amount of ammunition and can be placed on the floor or on objects depending on the tactical situation. The Sentry Gun is able to identify friend from foe, which allows team mates to walk safely within its cone-like range, as long as there are no enemies detected in it. However, if an enemy comes within range, the sentry will fire regardless of player presence and damage allies if they are in the way. Use with caution.

The cone of the Sentry Gun has 3 colors that visually communicate the status of the gun to the players:

* Green: Sentry is active, ammunition is available, and scanning the area for targets.
* Red: Sentry has identified an enemy/enemies and is engaging the target(s).
* Grey: Sentry has run out of ammunition and is in idle mode. All functions ceased until further action is taken. Additionally, the Sentry will emit loud beeping sounds as well.

The Shotgun Sentry is a strong tool for maps with a lot of choke points, its high damage makes it able to kill smaller enemies quickly if it is placed in the right spot, and at a point they will come through. It can also be placed behind doors in order to thin the large amount of enemies which will attack them, making the door last longer which can allow more time to complete scans during an alarm or just kill off remaining enemies. However its low range makes it weaker in areas where enemies will be able to run past it quickly, allowing them to get out of lethal range.

## Biotracker Symbiosis

This sentry benefits from Biotracker Symbiosis. When symbiosis is active its detection speed is reduced to 0.125 seconds, its rate of fire is decreased to only a 0.45 second shot delay, and its ammo consumption is multiplied by 0.5. This means the sentry can shoot up to 133 times if starting at 100% ammo and only shooting at pinged enemies.

## Pros

* Adds direct firepower to the team.
* Takes advantage of the sleeper's weak points if shooting their heads.
* The gun's targeting scanner can warn on where enemies are coming from.
* Effective against all enemies and can kill the basic ones in one shot.
* Can kill an entire wave of Sleepers if placed facing a reinforced door enemy-side, to deal with them while they're hitting the door.

## Cons

* Requires constant tool resource packs to upkeep.
* If enemies are moving side-to-side the sentry has issues hitting them, resulting in ammo inefficiency.
* Can only fire targets in front of the gun.
* Short range
* Low rate of fire

## Gallery

* Shotgun Sentry placed down
* Green - Sentry is Active and locating targets
* Red - Sentry has found enemies and is firing
* Grey - Sentry is out of ammunition and idle
* First Person View
* Placement Indicator For the Sentry
Bataldo 3RB HEL Revolver

The **Bataldo 3RB HEL Revolver** is a semi-automatic sidearm that fills the main weapon slot. It was released in Rundown 004://Extended.

## Description

The HEL Revolver is an eight round revolver. Sporting an integrated white-dot with illuminated rear sights, a medium range flashlight, a speed loader and armor-piercing rounds, this weapon is built for precision shots.

Dealing approximately the same damage as the DMR, it's most effective in the hands of a marksman. Due to the piercing nature of the rounds, the HEL Revolver is able to strike two enemies in a single shot. In practice however, the weapon's ability to deal that extra damage is dependent on the situation. This weapon works best when engagements are planned in areas with long stretches for enemies to line up, in order to take advantage of the piercing rounds.

## Tips

* The HEL Revolver reloads approximately halfway through its reload animation, so cancelling the reload animation saves considerable time.
* Try to position yourself in a situation where you can utilize the piercing.
* Try to aim for a headshot followed by a quick bodyshot to Strikers for a quick kill.
* Great against Flyers if used to shoot the weak point.
* With a main damage booster of +13% or greater, the HEL Revolver will kill strikers with one shot to the head.

## Trivia

* Appears to actually be a 6-round revolver but holds 8 rounds in its magazine. This is because this weapon's model (and animations) were mostly derived from those of the 6-round Mastaba R66 Revolver.
	+ This immersion-ruining problem (rendering GTFO literally unplayable) is also present within the Sawed-off Shotgun (as of Rundown 8.0), which, despite being a simple break-action triple-barrel shotgun, is now able to load four shells.
* This weapon used to be called the 'Bataldo Model 8 HEL Revolver'. It was renamed to the 'Bataldo 3RB HEL Revolver' around the launch of Rundown 6.0.
* This was the only main weapon with a bullet cost value which is a factor of 460 and 90 (of 5), allowing it to always gain full value from Ammunition Packs (with a well-rounded 18% ammo refill, providing exactly 18 bullets).
	+ As of Rundown 8.0, the HEL Autopistol now shares this distinction, having a bullet cost of exactly 1

## Gallery

* First Person View
* Aim Down Sights
Infectious Fog

**Infectious Fog** is an environmental hazard which will rapidly increase the player's infection when risen above the player's head. Player's will encounter infectious fog throughout The Complex, and in some cases, is unavoidable.

Fog can be cleared using fog turbines, fog repellers, and occasionally through completing expedition objectives.

## Notes

* Player speed when moving through infectious fog has no effect on the rate of infection.
* It is possible for a player to be safe when standing, but infected whilst crouching. Similarly, a player may be able to bunny-hop above infectious fog to slightly reduce the amount of infection.
Gardens

The **Gardens** environment resembles a garden and horticulture research facilities. It was added in Rundown 007. The Gardens are one of the two Overgrown Environments which may be found within the same expedition — the other being the Floodways.

## Appearance

The Garden comprises enormous complicated areas with a higher number of tight staircases, ladders, and catwalks than other environments. This makes the Gardens one of the hardest areas to navigate.

The Gardens are mostly comprised of rock, cement, and plants, with glass adorning certain railings. Areas are often lit from a single ceiling flood light, limiting visibility. Areas are often divided into multiple vertical levels, with the lowest often being flooded with water and obscured by overgrowth.

The Gardens contain laboratories dedicated to the growing or research of fauna. Oddly, a common plant appears to be pumpkins. Terminals are also visually unique, resembling a sort of briefcase laptop.

Additional care should be taken when traversing the Gardens as the multiple layers are often not protected with fencing or railings, making falls more likely.

## Lore

In Rundown 7.0, the prisoners discover that the plants provide the "hydrokinetic solution" necessary for hydrostasis revival — justifying why such extensive gardens and horticultural research is needed so far underground (and why they are growing non-food plants.)

## Gallery

1. ↑ 209-K3R-5TV