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Bataldo J 300 HEL Shotgun

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The **Bataldo J 300 HEL Shotgun** is a fully automatic shotgun that occupies the main weapons slot. It was first released in Rundown 7.0.

## Description

The HEL Shotgun features a fourteen-round magazine holding piercing rounds, a holographic sight and a medium flashlight.

The HEL Shotgun's high damage output, coupled with its incredibly high stagger multiplier make it a highly effective weapon if utilized correctly. Up close, it can consistently two-shot Strikers and can even one-shot Shooters with a headshot, furthermore, it is the only main weapon capable of killing Giants with a single clip from the front (requiring only 9 of its 14 shots!). The HEL Shotgun additionally features piercing rounds, allowing the player to hit multiple enemies if they line up, allowing it to quickly dispatch entire clusters of enemies.

However, this weapon requires the player to be quite close to the enemies in order to maximize its effectiveness, potentially placing the player in dangerous scenarios. While still effective against single enemies, the weapon's efficiency is marginally subpar when enemies are not grouped together and the player is unable to utilize its penetrating rounds. Players should also be wary of its relatively long reload, especially given the weapon's short range - nearby enemies who are not dispatched are highly likely to be threatening during its reload.

Despite the weapon's short range, its high stagger multiplier allows the weapon to consistently stagger enemies even at range, allowing it to act as crowd control to buy time for other players to deal damage or reposition.

## Tips

* The HEL Shotgun is arguably the most effective weapon for dealing with the Baby Strikers spawned by Mothers, as it can easily kill multiple Baby Strikers in one shot. A single player camping the Mother's birth can wipe out all of the spawns, but when doing so it is important to pace one's shots.

## Trivia

* It is the first shotgun to feature functional piercing rounds.
* It has the second highest potential total damage output of all main weapons (before factoring in piercing), eclipsed only by the Buckland SBS III Sawed-off Shotgun. This assumes all pellets hit the target and are not affected by falloff (which, in practice, is incredibly unlikely to happen).
* It has the second-highest stagger multiplier out of all main weapons (after the HEL Autopistol).

## Gallery

* First person view
* Aiming down sights
ALT://R4A2

## Objectives

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

 **Main:** Retrieve Item

1. Enter Zone 44 and retrieve the first Cryogenic Case and a Power Cell.
2. (Optional) Collect the Bulkhead Key and a Power Cell in Zone 43.
3. Using a Power Cell, enter Zone 45 **or** 46 to retrieve the second Cryogenic Case.
4. (Optional) At this point you can choose to start the secondary and/or overload objective. Using the Bulkhead Door Controller in Zone 42, open the Bulkhead Door leading to Zone 108 to gain access to both optional objectives.
5. Go back to the entry point and extract with both Cryogenic Cases. *Placing both Cases in the extraction scan causes an extration alarm to start, if you want to complete any optional objectives it is recommended to leave the Cases close to the scan until you are ready to leave.*

 **Secondary:** Retrieve HSU

1. Use the Bulkhead Key in Zone 108 (or 241) and the Door Controller in Zone 108 to open the Door to Zone 109.
2. Use a Power Cell to enter Zone 110 **or** 111 **or** 112 to reach your required HSU and complete the team scan. *You can either use the extra Cell found in the Main objective or the Cell in Zone 109 itself. Zone 110, 111 and 112 will also contain 2 Power Cells in total, in case you insert the Cells into the wrong Generators. Unless you use both Cells from the Main objective to open both Zone 45 and 46 it will be impossible to softlock yourself.*

 **Overload:** Terminal Command

1. Use the Bulkhead Key in Zone 108 and the Door Controller in Zone 108 to open the Door to Zone 241. *Opening the Bulkhead Door will require you to initiate an error alarm, spawning 2 Strikers/Shooters every ~15 seconds for the rest of the expedition.*
2. Enter Zone 241 and enter the command `DISABLE_LIFE_SUPPORT` into the terminal.
3. (Optional) Collect the Bulkhead Key in Zone 241.

## Resources % per Zone

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

*(May vary slightly)*

 **46** | 80 | 80 | 60

*(May vary slightly)*

 **112** | 40 | 60 | 40

*(May vary slightly)*
Generators

## Description

Generators are objects which act as either a way to progress or as the main objective of a mission. Most require one Power Cell to be powered and once a cell has been put in it cannot be taken out.

## Objective Generators

These generators are the main focus of the mission they are seen in, with most needed to be powered for the extraction to become avalable. You will either recieve the cells needed for the generators at the start of the expedition or will have to find them within the level itself.

#### Generator Cluster

A generator cluster is a special type of generator which is only used for objective purposes, however it does have the passive benefit of lowering all fog within the map. They require multiple cells to fully activate, and upon all cells being installed the generator will shut down and a team scan will be needed to turn it back on, with certain clusters this will also cause infectious fog to rise and there will be a few normal security scans to complete, upon completion you will have to reach an extraction point.

## Non-Objective Generators

These generators are not always needed to complete missions, however they can cause security doors which need to be entered to be unpowered, making them necessary, they will often be used to power security doors which lead to supply zones.

## Gallery

* A generator which has had a cell inserted
* A generator which cannot be interacted with
GTFO Wiki/test

Welcome to the Official *GTFO* Wiki
Please feel free to contribute by creating new articles or expanding existing ones.

Content

How to play

Weapons

Tools

Characters

Objectives

Enemies

Consumables

Rundown

Trailer

*GTFO* Links

Official page

10 Chambers Website

Steam

Discord

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

Main page sections: Top Test · Flex Test · Bottom Test. Changes for the main page can be proposed here.
Köning PR 11 Sniper

A semi-automatic sniper rifle that fills the special weapon slot, and the first sniper rifle to be added to GTFO.

## Gameplay

The PR 11's greatest strength is its ability to one-shot Scouts, Big Strikers, Big Shooters and Hybrids over very long ranges with headshots. This also allows it to deal good burst damage against rarer boss type enemies like the Mother or the Tank. This weapon posseses the highest precision multiplier as well as one of the highest damage per bullet of all weapons and thus greatly benefits from hitting weak spots but punishes missed shots and body shots. Considering this, it has the potential to kill two large enemies in quick succession within one magazine with good aim, potentially without giving the enemies a chance to get into attack range. This makes playing to it's long range very important, or other weapons like the burst cannon or scattergun are more effective picks.

The PR 11's small magazine size and ammo pool make it inefficient against crowds and punishes wasted shots against smaller sleepers. Because of this, ammo management can become difficult in some expeditions where large enemies are rare, requiring the user to effectively "waste" shots against smaller enemies to prevent over capping the Sniper with Ammunition Packs when refilling the main weapon - this is even more of an issue when playing with bots, as they will refuse to give you an ammunition resupply in these instances. It is recommended to take a high-capacity balanced main weapon to subsidize this weapon's lack of crowd control and ammo.

A small tip for landing more consistent shots against larger enemies is to wait for their respective attack animations, which force them to stand still for about a second before actually releasing the damaging part of the move. Of course, this isn't applicable in every situation, but can help in scenarios where ammo is scarce and only a few larger enemies are part of the attacking horde.

## Tips

* Make sure to use it to avoid overfilling your ammo when refilling your main weapon.
* Always aim for headshots and weakpoints.
* Use against enemies with more health.
* Bad against Shadows due to their low visibility.

## Trivia

* This weapon has the highest precision damage multiplier in the game.
* It used to have three shots per magazine but lost one in the Rundown 8.0 update.

## Gallery

* First Person View
* Aim Down Sights
* Image from the official website
ALT://R5C1

## Objectives

**Shortly after establishing your second uplink the Bulkhead Door to the  Secondary objective will be unlocked. An error alarm will also be initiated, spawning 5 Shadows every ~90 seconds until the end of the expedition.**

**Because of this, in case you *only* want to complete the  Main objective, it is recommended to complete the uplink in Zone 117 / 118 first and the one in Zone 112 / 113 after.**

 **Main:** Establish Uplink

1. Enter Zone 112 **or** 113, collect the Power Cell and establish an uplink. *If you only want to complete the main objective, it is advised to complete the uplink in these Zones after the one in Zone 117/118.*
2. Using the Power Cell from Zone 112 or 113 and the Generator in Zone 111, make your way to Zone 116.
3. Enter Zone 117 **or** 118 and establish an uplink.
4. (Optional) At this point you can choose to start the secondary objective.
5. Return to the entry point in Zone 110 and extract.

 **Secondary:** Establish Uplink

1. Find the correct terminal in Zone 443 and establish an uplink. *Zone 443 will contain a sleeping Mother as well as quite a few Shadows.*

## Resources % per Zone

* Main Objective Zones
* Secondary Objective Zones

*(May vary slightly)*

*(May vary slightly)*
Survive Warden Protocol

The **Survive Warden Protocol** objective is one of the most varied challenges in GTFO and first appeared in Rundown 005. To complete this objective, prisoners must survive for the duration of the "Warden Protocol" before they are able to extract.

Prisoners are given a short preparation time before the protocol activates. Afterwhich, waves of enemies will spawn at set intervals throughout the countdown. In addition, the environment may also change: security doors may open, lights may turn on or off, and fog may rise or lower. These changes occur with specific phases of the protocol (e.g. after ten minutes in ALT://R5B4.)

Both the preparation time and the actual countdown are displayed for all players at the top of the screen.
Lab

The **Lab** environment comprises high-tech research laboratories. It was added in Rundown 003. The Lab is one of the two Research Environments which may be found within the same expedition — the other being the Datacenter.

## Appearance

The Lab contains research and laboratory areas, storage and processing machinery. The areas often contain plants or containers of unidentified creatures. Similar to the Datacenter, workspaces in the Labs contain screens, providing some background around artefact research — all of them have been found in cavities of excavation "Deep Reach."

Key visuals for this environment are teal colored archways and observation areas surrounded by glass. Similar to the Floodways, Labs includes grow beds with various plants and moss overgrowth on the walls.
Ammunition Pack

Max charges | 6

Ammunition Packs are resource packs found in resource containers, containing 1 to 6 uses.

They can be used on yourself or teammates, restoring around 15-35% (depending on the weapons) ammo to your/their Main and Special weapon simultaneously. The exact amount refilled is determined by the weapon's bullet cost.

Ammunition packs will appear on a terminal as `AMMOPACK_[number]`

*Note: an ammunition pack will not refill a weapon completely if its magazine is empty.*

## Usage

To use on a teammate:

> Walk up to a teammate while holding the Ammunition 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 Ammunition Pack, you will have given your teammate additional ammo.
>
>

To use on yourself:

> While holding the Ammunition Pack, hold down the interact button until the interaction bar fills up completely. When you've finished using the pack, you should have added ammo to both of your guns.
>
>

*(Note: By default, the Interact button should be "E")*

## Gallery

* Found in a Resource Locker (old model)
* First Person View (old model)
* First Person View (current model)
* Found in a Resource Box (current model)
ALT://R6A1

## Objectives

 **Main:** Matter Wave Projector

1. Make your way to **Zone\_77** and acquire the colored Key to unlock the Security Door leading to **Zone\_78**.
2. *(OPTIONAL)* Loot **Zone\_76** for a meager amount of resources.
3. Enter **Zone\_78** (Class II Alarm), Once opened, it will be a Checkpoint scan.
4. Make your way to **Zone\_79** (Class III Alarm), where you'll immediately be greeted by the Security Door leading to **Zone\_80**
5. Proceed through **Zone\_80** and make your way to the Matter Wave Projector, whereupon touching it you will be teleported to briefly to an outdoor area.
6. Once you are teleported back to **Zone\_80**, an alarm will start, and the Security Door to **Zone\_81** will become available.
7. After **Zone\_81** is unlocked, the extraction point is immediately behind the door and it is just up to you to survive.

## Resources % per Zone

* Main Objective Zones

*(May vary slightly)*
## Enemies per Zone

* Main Objective Zones

 **81** | None
ALT://R6B1

## Objectives

 **Main:** Locate Terminal in Alpha Two and extract Data Cube coordinates

1. As you start the mission, you'll notice that a crate containing a Matter Wave Projector has landed alongside your squad, you'll need to escort this to **ZONE\_38**.
2. Attempting to find a route to **Zone\_38**, you'll find that the only Security Door leading to it, **Zone\_33**, requires a Power Cell.
3. The only power cell available is located in **Zone\_32**, after searching **Zone\_31** for a bit, you'll find the Security Door to **Zone\_32** (Class IV Diminished Alarm)
4. Arriving in **Zone\_32**, you'll find the room is guarded by a scout, either avoid it, or kill it, then make your way back to the door to **Zone\_33** with the battery to continue.
5. Making your way through **Zone\_33**, you'll stumble upon the door to **Zone\_37**, a zone that leads to **Zone\_38**, which requires a colored Keycard.
6. Querying the keycard, you'll find it lays in **Zone\_36**, so you'll have to make your way there, starting with **Zone\_34**, which luckily is a checkpoint with no alarm.
7. *(Optional)* Loot **Zone\_35** (Class IV Diminished Alarm) for some meager supplies
8. Once you finish exploring **Zone\_34**, you'll find the door to **Zone\_36** (Class IV Diminished Alarm), survive that and you'll be able to get the keycard and start towards the objective.
9. Inserting the keycard, you'll find that **Zone\_37** is a Class V Diminished Alarm, once you finish that you'll be rewarded with an empty room and an alarm-less checkpoint door to **Zone\_38**
10. Once you're in **Zone\_38**, place the Matter Wave Projector in the pedestal and you'll be teleported to **Zone\_0**, where you'll have to find the terminal and input `INTERPRET_NAV_DATA`
11. You'll be assaulted by Flyers for a short period before being teleported back, whereupon you'll be able to extract in **Zone\_31** whilst being chased by an infinite wave of Flyers

## Resources % per Zone

* Main Objective Zones

*(May vary slightly)*
GLP-1 Canister

**GLP Canisters** or **GLP-1 Canisters** are small objective items found within The Complex and are a potential item for the Gather Items objective. GLPs are found within lockers or boxes and are only present in expeditions in which they are an objective.

## Appearance

GLP appear similar to classic pill bottles but with bright neon green coloration and purple icons. Querying GLPs at terminals shows that these bottles contain *Glucagon peptide hormones*. Their purpose within The Complex is not known.
ALT://R5B1

## Objectives

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

 **Main:** Retrieve HSU

1. Enter Zone 93 **or** 97 to collect the colored Key to unlock the Security Door to Zone 94.
2. (Optional) Retrieve the Fog Turbine in Zone 94.
3. Enter Zone 96 **or** 98 to find the correct and HSU and complete the HSU scan. *Opening the Security Doors to Zone 96 and 98 will require you to inititate an error alarm, spawning 2 Big Chargers every ~45 seconds until you complete the HSU scan. Completing the HSU scan will also unlock the Security Door to Zone 99, raise the fog and make it more dense.*
4. (Optional) At this point you can choose to start the secondary and/or Overload objective.
5. Return to the entry point in Zone 92 and extract.

 **Secondary:** Distribute Powercells

1. Use a Bulkhead Key and the Door Controller in Zone 94 to open the Bulkhead Door to Zone 223.
2. Collect the 3 Power Cells in 223 and distribute them to the Generators in Zone 224, 225 and 226.

 **Overload:** Reactor Startup

1. Use the Bulkhead Key from Zone 99 and the Door Controller in Zone 99 to open the Bulkhead Door to Zone 452.
2. Reach the Reactor in Zone 455 and initiate the startup sequence. *After completing the startup sequence the fog will become infectious rise up a bit.*
3. (Optional) Collect the Bulkhead Key in Zone 456.

## Resources % per Zone

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

*(May vary slightly)*

*(May vary slightly)*

 **226** | 40 | 60 | 20

*(May vary slightly)*

 **456** | 0 | 20 | 0
Accrat Golok DA Bullpup Rifle

The Bullpup rifle is a fully automatic assault rifle that fills the main weapon slot, it was released in Rundown 003 as a rundown specific weapon.

## Description

The Bullpup Rifle serves as an alternative for the Malatack LX Assault Rifle, with slightly lower base damage (-0.0875) and a slower reload, in exchange for larger magazine capacity (+10 rounds) and ammo pool (4 more bullets), a higher hip-fire accuracy and slightly lower recoil. Its long reload cannot be cancelled as early as other weapons.

Its range and stability allows for small enemies to be killed at a safe distance. Without a strong alternative special weapon, the longer-than-average reload will leave the player defenseless.

Using the Bullpup Rifle effectively requires proper management of a player's reload time. Knowing when you have a moment of downtime to reload, as well as notifying teammates to cover you, can help to mitigate the long animation.

The Bullpup Rifle is a weapon that rewards headshots, and failing to land headshots will hamper one's killing potential.

## Tips

* Communicate with your teammates when you reload.
* Try to reload after killing a wave.
* Don't hold down fire, do bursts long enough to kill enemies.

## Trivia

* A Bullpup is a type of gun which has the magazine behind the trigger instead of in front of it.
* The promotional image of this weapon depicts this with an angled drum magazine instead of the straight non-drum magazine which this weapon actually has in-game. This change was presumably made in order to make this weapon's animations much less awkward.

## Gallery

* First Person View
* Aim Down Sights
* Promo image
* Image from the official website
Glow Stick

Max charges | 12

Glow Sticks are a consumable item that are most commonly found in resource containers. They can sometimes be found on shelves, benches, or the ground. Glow sticks are always found in bundles of twelve. After the last glow stick is thrown, the player automatically switches to their melee weapon.

When thrown, the Glow Stick emits a dim green light, providing limited illumination in the surrounding area for one minute. As Glow Sticks do not alert Sleepers, they provide a safe alternative to flashlights in very dark areas.

Glow Stick colors temporarily change during certain holidays or events; such as red during Christmas of Rundown 004, and orange during Halloween of Rundown 005. Other than coloration, there is no difference in their functionality.

## Usage

Glow Sticks are used to provide a light source that is undetectable by Sleepers. Suitable for situations where a player's flashlight may risk awakening nearby Sleepers. Glow Sticks are also useful in marking safe paths during stealth sections, where one player leads, setting "breadcrumbs" for other players to follow. Players with the Bio Trackers may also use Glow Sticks to alert other players to nearby danger.

## Gallery

* Glow Sticks in a Resource Box
* First Person View
* Green light emanating from the Glow Stick
* Red Glow Sticks close up view
* A Red glowstick next to a Green glowstick.
* Yellow Glow Sticks
* Red glowsticks depicted in the 2019.12.09 patch notes
* Promo image for the orange glow sticks during the halloween event in Rundown 5
Shooter

Occurrence | Common

The Shooter is among the most common enemies in the complex, next to the Striker. Shooters serve as ranged enemy variants, firing bright projectiles with tracers that home in on the player.

They can be stealth killed with one fully charged melee hit (most melee weapons will require aiming for the head).

## Appearance

Visually they have a humanoid appearance with clusters of oval sacs on their heads with visible human facial characteristics such as a nose and eyelids and their head is intact as opposed to their Striker variants. Their body is much more similar to a regular human, lacking any major mutations, unlike Strikers. However, they still have small warts on most of their body and visible veins on the surface of their skin. Their hands seem to lack fingers, resembling stumps.

## Spawning

Shooters are commonly found sleeping in zones, and can also spawn from alarm sequences and Scout waves.

## Behavior

When encountered, they are usually dormant, and when alerted they prefer to engage the player from a distance, launching projectiles that can track the players' movements. These projectiles are able to be dodged by zigzagging; alternatively, the missiles can be dodged by moving sideways right before it its you but it comes down to timing. They inflict light damage (5%) to the player's health, however the semi-homing projectiles in combination with other enemies rushing your position can prove to be an unwieldy combination and can stack up damage quickly if not dealt with properly.

While they excel at long distances, they're incredibly vulnerable in close range as they have no melee attack. This allows players to maneuver within melee range to dispose of them without using up ammunition.

## Audio

Clicking

Spasming

Wave

## Gallery

* Sitting Idle
* Visible eyes and nose
ALT://R4D2

## Objectives

**If you want to achieve "Prisoner Efficiency"  (completing all 3 objectives in one run), it is recommended to complete the objectives in a specific order:**

1. **Enter the  Overload Zone, clear any enemies inside and collect the Bulkhead Key.**
2. **Complete the  Secondary objective.**
3. **Make your way to the end of the  Main objective.**
4. **Go back to the  Overload Zone, pick up the Cargo and bring it to the extraction scan.**

 **Main:** Clear a Path

1. Collect the Bulkhead Key in Zone 91.
2. (Optional) At this point you can choose to enter the secondary and/or overload objective.
3. Use a Bulkhead Key and the Bulkhead Door Controller in Zone 91 to open the Door to Zone 92.
4. Make your way to Zone 93.
5. (Optional) Enter Zone 95 for some extra resources and a Power Cell. *This Power Cell can be used to enter Zone 97 **or** 98.*
6. Make your way to Zone 94.
7. (Optional) Using a Power Cell, enter Zone 97 for some extra resources and a Fog Turbine.
8. Make your way to Zone 98.
9. (Optional) Using a Power Cell, enter Zone 99 for some extra resources.
10. Enter Zone 101. *Zone 101 will contain a sleeping Tank.*
11. Make your way to Zone 102 and extract. *Entering Zone 102 causes an extraction alarm to start.*

 **Secondary:** Activate Generator Cluster

1. Use a Bulkhead Key and the Bulkhead Door Controller in Zone 91 to open the Door to Zone 345.
2. Find 2 Power Cells that can be located in Zone 347, 348 and 349. *You will always need to enter 2 of these Zones.*
3. Deliver the Power Cells to the Generator Cluster in Zone 346. *Inserting the 2nd Power Cell will slowly raise infectious fog for the rest of the expedition.*
4. Collect the Bulkhead Key in Zone 350.

 **Overload:** Retrieve Item

1. Use a Bulkhead Key and the Bulkhead Door Controller in Zone 91 to open the Door to Zone 710.
2. Collect the Bulkhead Key in Zone 710.
3. (Optional) At this point you can choose to enter the secondary objective.
4. Find and pick up the Cargo in Zone 710. *Picking up the Cargo will activate an error alarm, spawning 3 Shadows every ~10 seconds for the rest of the expedition. Because of this, it's heavily recommended to only pick up the Cargo when you are ready to leave the expedition.*
5. Take the Cargo with you to the extraction scan in Zone 102 and extract with it.

## Resources % per Zone

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

*(May vary slightly)*

*(May vary slightly)*

*(May vary slightly)*
Syringe (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.*

There are currently two types of syringes in GTFO:

* Melee boost syringe - IIx Syringe

* Healing syringe- I2-LP Syringe
Horde

A horde (also called a wave) is a large amount of awaken enemies being spawned by different events happening in the game. This is the major threat to deal with in GTFO, during the expeditions.

A horde that's spawning will usually emit a deep roar sound, allowing you to locate where the horde is coming from.

The enemies spawned during a horde mostly have a darker shade of skin compared to enemies which are sleeping, however these enemies can also be found sleeping in some expeditions.

Enemy spawn cap is 25. A couple things to note here are:

* Giant type enemies and bosses count as 2 enemies in regards to spawn cap. Shadows only count as 0.75 of an enemy in regards to spawn cap.
* Spawn cap only stops enemies from alarm waves from spawning in once reached. Enemies that spawn from a non-alarm source such as a Blood Door or Cocoon will still spawn in. It does not stop sleeping enemies from waking up, meaning that one way to go above spawn cap is by waking up a room while already at spawn cap.
* Mothers have a personal spawn cap of 40. This means that each mother can spawn a maximum of 40 babies at a time. Because this cap is for each mother, some levels with multiple mothers in the same room like R4E1 and R6D2, have the potential for more than 100 babies to be alive on the map at once.
* Some types of spawn waves such as those from a Scout or Reactor Startup, can queue up if the cap is reached. These waves will spawn in once enough slots are freed up for the next wave to spawn.
* Surge alarms are unique by the fact that they instantly reach that spawn cap and respawn instantly if you kill any enemies while the alarm is active.

## Triggering events

### Alarm

The alarms will spawn hordes continuously until they are stopped. They are the most common way to spawn the hordes.

* Alarmed doors will start an alarm where the players will do the security scan sequence in order to open these doors. Some of the alarmed doors are required to open to reach the main objective. In order to stop the alarm, the players need to complete the *bioscans* by standing in the red areas on the ground.
* Interacting with a reactor will most likely start an alarm. Depending of the interaction and the objective, the players must complete a designated task, usually commands to enter to the reactor's terminal or *bioscans*.
* Interacting with some objective items will trigger an alarm. Some of these alarms can't be stopped and the players must get out of the expedition.
* The extraction's *bioscan* can start an alarm in some objectives. These alarms will ring until the players complete the final extraction's bioscan.

### Scout's scream

If the players alert a Scout, it will emit a loud scream, spawning an extra horde (of 12 normal enemies which can vary for different expeditions) among the now-awakened enemies around it.
Disinfection Station

## Description

The Disinfection Station is a piece of equipment found within the Complex. They function to remove infection similar to a disinfection pack but can be used an infinite amount of times and by every player.

It is found only within certain expeditions where there is usually a large amount of infectious fog. It is always found in the same place for every run of a single expedition and it can be located with a terminal. Within expeditions which feature a disinfection station there will also be text on doors which lead to the area with the station, similar to how doors show which room you are about to enter (Z34c).

When used, a visual effect resembling water covers the players screen in droplets that disappear overtime, the longer it is used the more the effect covers the players screen.
ALT://R2C2

## Objectives

 **Main:** Gather Items

*For the entire duration of the expedition, there will be a permanent alarm spawning a few ~4 Strikers and/or Shooters every ~45 seconds.*

1. Search Zones 114, 116, 118, and 119 for 7 Personnel IDs (each Zone containing 1-3, with a total of 9)
2. Enter Zone 113 and retrieve a Power Cell. (Optional: Retrieve the 2 Fog Turbines)
3. Put the Power Cell into the Generator in Zone 112 to unlock the Security Door to Zone 114
4. From here you can choose which Zones to enter to find the remaining IDs:
	1. To enter Zone 116, retrieve the Power Cell in Zone 117 and power up the Generator in Zone 115
	2. To enter Zone 118, open the Blood Door in Zone 115
	3. To enter Zone 119, find the colored Key in Zone 115
5. Go back to the entry point and extract (after picking up the 7th ID, 6 Giants will spawn)

## Enemy Types

 Main: Striker | Shooter | Giant | Big Shooter
Buckland SBS III Sawed-off Shotgun

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

The Sawed-off Shotgun is a semi-automatic weapon filling the main weapon slot, it was released in the extension of Rundown 005 as a rundown specific weapon, and re-added in ALT://Rundown 5.0. Its magazine size was increased to 4 shells in Rundown 8.0 (whilst retaining the same three barrel break-action mechanism).

## Description

The **Buckland SBS III Sawed-off Shotgun** is the first shotgun in the main weapon category. The small magazine size, low max ammo and short range are compensated by the abilty to kill Strikers, Shooters and even Chargers in one shot, possesing the fastest kill time against four consecutive enemies in a row for the main weapons. It is also capable of taking out Scouts from the front with a headshot, which can be useful for a main weapon.

If played optimally, other main weapons can be more ammo efficient than the Sawed-off. However, the very high damage with practically guaranteed oneshot capabilities against smaller enemies in close range might still prove more useful in certain scenarios. The only mitigating factor for the Sawed-off's ammo consumption is that several enemies can be damaged with one shot since it fires a wide spray of pellets.

## Trivia

* The SBS III does enough damage per pellet that it is possible to kill 2 small enemies in one shot. Due to the spread pattern and range requirements, this is unlikely to happen often.
	+ The piercing nature of the HEL Shotgun was presumably given to it to compensate for this shortcoming.
* It bears a notable resemblance to the Mozambique Triple-Tap shotgun from Titanfall 2.
* It is unknown whether the in-universe SBS III was actually sawed-off, or if it was manufactured to have the 'sawed-off' form factor.
* The 'III' presumably refers to the triple-barrel design of this shotgun.
* Highest base damage per shot of all main weapons, assuming all pellets hit.
* It is unknown how the fourth shell (as of Rundown 8.0) is loaded within this break-action triple-barrel shotgun.
	+ This immersion-ruining problem rendering the game literally unplayable is also present within the HEL Revolver (having a 6-round cylinder which holds 8 rounds)
	+ It is theorized that, given Santonian's forays into interdimensional shenanigans, the extra bullets/shells may be facilitated by prototoypes of extremely minaturized pocket dimension technology or some other plot contrivance which would make Chimp Theory seem extremely rational in comparison.

## Gallery

* First Person View
* Aiming Down Sights
HSU

A **Hydro Stasis Unit** (HSU) are an item found within The Complex which act as both set-dressing and as an objective.

## Gameplay

HSU's store people in the state of suspended-animation. The Prisoners start each mission awakened in their HSUs on top of The Complex, but there are multiple other HSUs containing adult personnel and, in case of the Neonate HSU, infants or children.

The contents of a HSU can be found by querying the item in a terminal; returning the first and last name for the person contained within. HSU also have a status, being either *Deactivated*, *Malfunctioning*, or *Normal*. HSU also seemingly house staff, as certain missions where a DNA sample is retrieved from a HSU are called "Admin" and "Officer" however this could be unrelated to their previous occupation.

Expeditions with the Retrieve HSU objective, the players must locate the HSU and complete a bioscan to extract the necessary DNA sample. This is often followed by an extraction alarm.

## Background

HSU technology was developed by **Kovac Research**, a subsidiary of Kovac Defensive Services, in early 2040s to be used in space exploration, specifically for NASA and ESA's joint mission to Enceladus. The technology was later used on the ESA's mission to Mars.

The technology was speculated to use synthetic amniotic fluid to sustain and protect the body while it is in an induced comatose state. A human suspended in stasis would need no food, water or oxygen, as their breathing and heartbeat stop for a time without the danger of cell deterioration or physical decay. They would be considered dead for all intents and purposes, but easily resuscitated when necessary.

Pathogens (and most other organisms in general) can't survive the suspended animation of HSUs for more than a few days without a finely-tuned subsistence strategy to keep them alive. As such, hydrostasis is the only method of killing the parasite and NAM-V. However, reinfection is possible once resuscitated from hydrostasis. It is for this reason that security operatives can survive multiple reinfections throughout their expeditions.

It's implied that if proper procedure isn't followed, or the individual is not willing, entry and exit of a HSU can be incredibly traumatic, if not outright harmful.

## References

1. ↑ 85NP1.LOG
2. ↑ RT3-79P-BHK
3. ↑ 834-786-872
Drekker CLR Short Rifle

The **Drekker CLR** is a semi-automatic 30-round rifle which occupies the special weapon slot. It is a non-rundown specific weapon and was released with Rundown 8.0.

## Tips

The high rate of fire is best taken advantage of using a macro, as clicking 25 times a second is tiring for the hand, if even possible. The high fire rate makes the weapon quick when killing a giant, albeit inefficient in terms of ammo usage.

## Trivia

* The **Drekker CLR's** rate of fire is 25, the same as the machine pistol, but the Drekker CLR a semi-automatic rifle.

## Gallery

* First Person View
* Aiming Down Sights
Explosive Tripmine

Max charges | 1

The **Explosive Tripmine** is a consumable item that can be found throughout the Digsite, Refinery, and Storage environments in resource containers.

## Usage

Explosive Tripmines grant a 1-time use mine, which functions identically to those deployed from a Mine Deployer. They cannot be picked up or moved once placed, so it's important to ensure the correct location before placing it.

## Trivia

Explosive Tripmines have the acronym "PETN" written on them, standing for Pentaerythritol Tetranitrate. PETN is the nitrate ester of pentaerythritol that possesses explosive properties.

## Gallery

* Tripmine in a locker
* A placed tripmine

## Notes

1. ↑ https://pubchem.ncbi.nlm.nih.gov/compound/Pentaerythritol-tetranitrate
Lock Melter

Max charges | 5

**Lock Melters** are a consumable which can be found in resource lockers and boxes. Lock Melters are used to silently open locks or hack locks in order to save time. When melting a lock they flash and make a high pitched noise, though this will not alert nearby Sleepers.

Lock Melters are particularly useful when opening resource containers or doors near enemies, as the sound of breaking or hacking a lock might alert them.

Lock melters can sometimes be found on benches and shelves. Players should carry lock melters if one has the capacity to hold them, and to discard them when more useful consumables are found.

## Gallery

* A lock melter on an electrical lock
* A lock melter on a physical lock
ALT://R3A1

## Objectives

 **Main:** Process Item

1. Enter Zone 252 **or** 253 and collect the colored Key.
2. Insert the Neonate HSU into the Neurogenic Cardiac Resuscitationer (NCR) found in Zone 255. *Processing the Neonate will start an error alarm, spawning 2 Hybrids at the beginning and 2 Strikers every ~20 seconds for the rest of the expedition.*
3. Go back to the entry point with the Neonate HSU and extract.

## Enemy Types

*\*Scouts in Zone 252 and 253. Two Hybrids spawn after removing the Neonate HSU from the NCR.*
HearSay

The **HearSay** system is an audio-recording security apparatus installed throughout The Complex. Many logs comprise actual or auto-transcripted recordings of voice dictation, personal memos, or private conversations. The application of HearSay had lead to distrust and poor morale within The Complex.

Artus Charapon (D017) was instructed to install this system in March of 2052 by Andrew Clinton (B035) even though this would have normally surpassed his security clearance by two levels. Artus also left a backdoor in the system which was later used by his good friend Schaeffer to spy on a Project Insight mission. Both of them also routinely used Artus knowledge to avoid surveillance and freely roam through Garganta.

1. ↑ U5E-GGY-J89
2. ↑ DL4-39F-Q5Z
3. ↑ TH5-6HN-8KU
4. ↑ 78H-ERT-BG7
Flyer

Occurrence | Uncommon

**The Flyer** is a small aerial enemy that is found initially in the unnamed environment added in Rundown 6.0 and then within the Complex. Flyers shoot three orange colored projectiles at the player. It made its debut in Rundown 6.0.

## Appearance

Flyers are unlike most enemies in the Complex, and appear to be a different species entirely from the humanoid enemies. They have round shaped body with single bright orange mouth located at the center. Around the body there are several tentacles attached to it, flailing around irregularly. The mouth is a weakpoint that periodically opens while it fires projectiles. When killed, it explodes in a shower of viscera.

## Spawning

Flyers are only encountered during combat sequences, and cannot be found in an idle/sleeping state. They appear to teleport into the Complex through portals, presumably from the currently unnamed location they are initially found in.

## Behavior

Flyers move erratically and attempt to dodge player's aim. They prefer to engage the player from a distance while keeping line of sight, launching high speed projectiles that move faster than Shooter projectiles, but can be dodged by zigzagging or continuing to strafe in one direction as they fire. They inflict light damage (4%) to the player's health, however the fast fire-rate of the projectiles in combination with other enemies rushing your position can prove to be an unwieldy combination and can stack up damage quickly if not dealt with properly.

Unlike any other ranged enemies, defeating a Flyer with melee weapon is not easy even if the player closed the distance. as it will just fly away and avoid getting in the reach of the melee weapon.

## Gallery

* Flyer, with it's eye open
* Close up
ALT://R2B1

## Objectives

 **Main:** Clear a Path

1. Enter Zone 717 (Blood Door)
2. (Optional) Enter Zone 718 and gather extra resources. (Class III alarm)
3. Enter Zone 720 **or** 721 and collect the colored Key for the door to Zone 719. (Blood door)
4. Start the alarm on the Apex Door to Zone 719. (Class VII alarm)
5. Enter Zone 719 and complete the extraction scan.
Divination

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

**Divination** is a form of Technology and Culture.

## Description

Only Heaven knows the future, but it often sends signs of what is come. These signs may be in the passage of the seasons, the behavior of animals, or the shape of clouds. One skilled in the art, can read the fate of a person in the shape of their face, or the lines in their palm.
Accrat ND6 Heavy SMG

The Accrat ND5 Heavy SMG is a fully automatic weapon filling the main weapon slot. It was initially added in Rundown 005, and re-added in ALT://Rundown 5.0.

## Description

The Heavy SMG is a variation of the regular SMG which has higher damage at the cost of a lower rate of fire and magazine size. The gun excels in a short to medium range with its damage falloff making it less powerful at long ranges. Its recoil is lower than some other main weapons which make it easier to hit consistently.

## Trivia

* The weapon icon was changed in ALT://Rundown 6.0 to feature a comically large magazine.

## Gallery

* First Person View
* Aiming Down Sights
Precision Multiplier

The Precision Multiplier of a weapon is used for calculating damage done to the enemy's weakpoints, generally their head or, in the case of some larger enemies, their tumors. Some enemies, such as the Charger, have no weakpoints, and thus the Precision Multiplier is never used.

## Precision Multiplier by Weapon

### Melee

Melee weapons also have a precision multiplier:

 Spear | 1.3 | 1.5

The Precision Multiplier varies smoothly between its light and charged values, scaling with the cube of the charge time. That is, for a given charge amount

x

{\displaystyle x}

 (between 0 and 1), the Precision Multiplier of the hit is given by:

# Precision Multiplier

(

Charged Precision Multiplier
−
Light Precision Multiplier

)

⋅

x
3

Light Precision Multiplier

{\displaystyle \text{Precision Multiplier} = \left(\text{Charged Precision Multiplier} - \text{Light Precision Multiplier}\right) \cdot x^3 + \text{Light Precision Multiplier}}

For example calculations involving melee weapons see Melee#Example Calculations.

## Example Calculations

*All calculations are done assuming the weapons deal full damage, not diminished by falloff.*

### Headshotting a Striker with the DMR

Damage to the Striker

=
Damage(DMR)
⋅
Precision Multiplier(DMR)
⋅
Headshot Multiplier(Striker)

=
7.51
⋅
0.87
⋅
# 3
19.6011

{\displaystyle \begin{align}
\text{Damage to the Striker}
&= \text{Damage(DMR)} \cdot \text{Precision Multiplier(DMR)} \cdot \text{Headshot Multiplier(Striker)} \\
&= 7.51 \cdot 0.87 \cdot 3 = 19.6011
\end{align}}

The Striker's remaining health is

20
−
# 19.6011
0.3989

{\displaystyle 20 - 19.6011 = 0.3989}

.

### Headshotting a Shooter from behind using the SMG

We will assume that we are directly behind the shooter, and thus benefit from the maximum Back Multiplier.

Damage to the Shooter

=
Damage(SMG)
⋅
Precision Multiplier(SMG)
⋅
Headshot Multiplier(Shooter)
⋅
Back Multiplier(Shooter)

=
1.98
⋅
0.91
⋅
5
⋅
# 2
18.018

{\displaystyle \begin{align}
\text{Damage to the Shooter}
&= \text{Damage(SMG)} \cdot \text{Precision Multiplier(SMG)} \cdot \text{Headshot Multiplier(Shooter)} \cdot \text{Back Multiplier(Shooter)} \\
&= 1.98 \cdot 0.91 \cdot 5 \cdot 2 = 18.018
\end{align}}

The Shooter's remaining health is

30
−
# 18.018
11.982

{\displaystyle 30 - 18.018 = 11.982}

.

### Headshotting a Giant with the Sniper

Damage to the Giant

=
Damage(Sniper)
⋅
Precision Multiplier(Sniper)
⋅
Headshot Multiplier(Giant)

=
40.01
⋅
2.0025
⋅
# 1.5
120.1800375

{\displaystyle \begin{align}
\text{Damage to the Giant}
&= \text{Damage(Sniper)} \cdot \text{Precision Multiplier(Sniper)} \cdot \text{Headshot Multiplier(Giant)} \\
&= 40.01 \cdot 2.0025 \cdot 1.5 = 120.1800375
\end{align}}

The Giant's remaining health is

120
−
120.1800375
<
0

{\displaystyle 120 - 120.1800375 < 0}

, so the Giant dies.
Bulkhead Doors

Bulkhead Doors are a special type of door which was introduced alongside sectors in Rundown 004 and act as passageway to these. In terminals, Bulkhead doors share the SEC\_DOOR\_### ID prefix with normal security doors.

## Description

Bulkhead doors are found in most expeditions which feature Sectored Difficulty. Usually, they will lead to higher difficulties (Secondary and Overload), but occasionally they will lead to the Main difficulty areas, so you need to open them.

They come in two different sizes, large and small. The large door is a cylindrical shape, curved on both sides. When opened, the center will turn and reveal an entrance. The smaller doors are more spherical in shape but have a flat side on both sides of the door, unlike the large doors, the entirety of this door will spin to reveal the entrance. When opening the doors will seemingly unlock by having pins in the rim of the door come out. In the door itself when opened there are rows of lights which light up.

In Rundown 6.0, a third kind of bulkhead door was added. This door resembles the look of normal Security Doors but with a grey and white colour palette instead of red and blue.

On the side of the door is a screen which both shows what difficulty the door leads to, and is the place where the door must be opened; for the door variation added in Rundown 6.0, this screen is placed in the middle of the door instead.

## Opening

To open a Bulkhead Door you must first find the Bulkhead Door Controller and place a Bulkhead Key into it, there will then be 1, 2 or 3 scans which each lead to a different difficulty, which is shown on the scans themselves with a word and an icon. Upon completing a scan, the corresponding Bulkhead door will unlock, it must then be opened at the door itself.

Opening a Bulkhead Door can cause various alarms or nothing at all. They cannot, however, be a Bloody Door like other Security Doors.

After opening a Bulkhead Door leading to an Overload objective, a voice line will play from the door saying:

**"Warning! Threat level: Overload; proceed with caution."**

## Gallery

* A closed small Bulkhead Door
* A closed large Bulkhead Door
* An opened small Bulkhead Door
* An opened large Bulkhead Door
* Bulkhead variation added in R6