recursal/Fanatic-Fandom huggingface dataset:
Characters

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

The following is a list of monsters available in the game Undertale.

## Ruins Monsters

### Main Characters

* Flowey
* Toriel
* Napstablook

### Enemies

* Froggit((Final Froggit))
* Whimsun
* Moldsmal
* Loox
* Migosp
* Vegetoid

## Snowdin Monsters

### Main Characters

* Sans
* Papyrus

### Enemies

* Snowdrake
* Chilldrake
* Ice Cap
* Gyftrot
* Jerry

#### Minibosses

* Doggo
* Dogamy and Dogaressa
* Lesser Dog
* Greater Dog

#### Secret Monsters

* Glyde
* Annoying Dog (in Developer's Room)

## Waterfall Monsters

### Main Characters

#### Neutral & True Pacifist Route

* Mad Dummy
* Undyne

#### Genocide Route

* Glad Dummy
* Undyne the Undying

### Enemies

* Aaron
* Shyren
* Woshua
* Moldsmal (also in Ruins)
* Moldbygg

### Others

* Napstablook
* Monster Kid
* Temmie
* Annoying Dog

### Hidden

* Gaster (aka TheMan That Speaks In Hands)

## Hotland Monsters

### Main Characters

#### Neutral Route

* Alphys
* Mettaton
* Muffet

### Enemies

* Vulkin
* Tsuderplane
* Pyrope
* So Sorry
* Royal Guards

## CORE Monsters

### Enemies

* Final Froggit
* Whisalot
* Astigmatism
* Madjick
* Knight Knight

## **The End** Monsters

### Main Characters

#### Neutral Route

* Asgore
* Photoshop Flowey

#### Genocide Route

* Sans
* Flowey (Genocide Route)

## Amalgamates (True Pacifist only)

Location — True Lab

* Memoryhead
* Endogeny
* Reaper Bird
* Lemon Bread
* Snowdrake's Mother

## Vendors

* Nice Cream guy
* Burgerpants
* Gerson
* Bratty and Catty

## Hard Mode Enemies

* Froggit
* Final Froggit
* Whimsalot
* Astigmatisrfm
* Moldessa
* Partfsnik
* Migospel
* Napstablook
* Toriel

## Miscellaneous

* W.D. Gaster
	+ Goner Kid
	+ Gaster's Followers

### NPCs

* Snowdin NPCs
* Waterfall NPCs
* Hotland NPCs
Moldsmal

**Moldsmal** (/ˈmoʊldˌsmɔːl/) is a species of monster encountered in the Ruins and Waterfall. Its Hard Mode counterpart is Moldessa, while another version of it, Moldbygg, also appears in Waterfall.

## Profile

### Appearance

Moldsmal bears a resemblance to and is described as lime gelatin, specifically lime gelatin mold. While it has no overworld sprite and therefore no confirmed color, one can guess from the mention of lime gelatin that Moldsmal is a light green color. In Waterfall, it is described as having a different color, but the color is unknown.

### Personality

Moldsmal does not actually say anything in its dialogue; it only makes noises comparable to a slime. In its Check, Moldsmal is described as being "Curvaceously attractive, but [with] no brains." In its flavor text, Moldsmal acts patient and pensive, as it is willing to rest on the floor for a while and is described as ruminating.

## In Battle

### Appears With

* Up to 2 other Moldsmals
* Migosp
* Moldbygg (Disguised as a Moldsmal)

### Attacks

* Moldsmal causes several small pellets to fall in a zigzag pattern from the top of the box to the bottom.
* Moldsmal causes several pellets to fall from the top of the box, which explodes into circles of smaller pellets after falling a short distance.

### Strategy

* Moldsmal can be immediately spared, although flirting with it first gives it a yellow name in the credits and gives one gold.

### Quotes

* *Squorch...* **[Neutral]**
* *Burble burb...* **[Neutral]**
* *\*Slime sounds\** **[Neutral]**
* *\*Sexy wiggle\** **[Neutral]**

### Flavor Text

* *Stereotypical: Curvaceously attractive, but no brains...* **[Check in Ruins]**
* *It's a different color, so it's a bit stronger now.* **[Check in Waterfall]**
* *Moldsmal blocked the way!* **[Encounter]**
* *Moldsmal and Moldsmal block the way.* **[Encounter with another Moldsmal]**
* *You tripped into a line of Moldsmals.* **[Encounter with other Moldsmals]**
* *Migosp crawled up close!* **[Encounter with Migosp]**
* *You walk into Moldsmal.* **[Encounter with another Moldsmal in Waterfall]**
* *Moldsmal waits pensively.* **[Neutral]**
* *Moldsmal burbles quietly.* **[Neutral]**
* *Moldsmal is ruminating.* **[Neutral]**
* *The aroma of lime gelatin wafts through.* **[Neutral]**
* *You lie immobile with Moldsmal. You feel like you understand the world a little better.* **[Imitate]**
* *You wiggle your hips. Moldsmal wiggles back. What a meaningful conversation!* **[Flirt]**
* *Moldsmal has started to spoil.* **[Low HP]**

## Trivia

* Moldsmal's name is likely a combination of *mold* (as in a gelatin mold, which Moldsmal looks like) and *small* (referring to Moldsmal's size compared to Moldbygg).
* The Moldsmals in Waterfall are reportedly a different color than the one in the Ruins, shown by "CHECKING" it.
* Moldsmal is the only monster in the game to appear in 3 locations: Ruins, Waterfall, and New Home.
Ruins

*For the track, see Ruins (Soundtrack).*
The **Ruins** is the location where the Undertale Demo takes place, as well as the tutorial area of the main game. The protagonist falls into the Underground from a giant hole in the ground on Mt. Ebott before the beginning of the game. Toriel, a community of spiders, and many other monsters all make their homes here.

## Main Story

The game begins in the Ruins, with the protagonist standing on a sunlit bed of Golden Flowers.

*For information about Froggit NPCs, see Froggit#Main Story.*
After being attacked by Flowey, Toriel takes the protagonist through the Ruins, which is made up of several connecting hallways and rooms, many of which have puzzles and monsters. Partway through, Toriel asks the protagonist to wait where they are, so she can go ahead and finish something. However, the protagonist continues through the Ruins, and traverses to the end of the Ruins to Toriel's home. While navigating the Ruins, the protagonist meets Napstablook for the first time and has the option of supporting the Spider Bake Sale. While they go through the Ruins, Toriel calls them multiple times.

At the end of the Ruins, the protagonist meets up again with Toriel. Toriel brings the protagonist to her home and introduces them to their own room. After the protagonist sleeps in the bed, Toriel leaves a Butterscotch-Cinnamon Pie at the foot of their bed. Afterward, she departs, telling the protagonist to "make [themself] at home." However, the protagonist proceeds to pester Toriel about leaving, prompting Toriel to rush out of her armchair, and rush downstairs. Upon being followed, Toriel tells the protagonist that if they leave the Ruins, Asgore will kill them, and urges them to return. However, the protagonist continues to pursue Toriel, eventually having to fight Toriel to leave the Ruins.

After the protagonist deals with Toriel, the protagonist encounters Flowey, who judges the protagonist on their actions in the Ruins. Afterward, a door behind Flowey becomes accessible, letting the protagonist proceed into the rest of the Underground.
Start Menu

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

> Name the fallen human.
> — Name screen
>
>

"**Start Menu**" (previously known as "**Menu**") is 2nd soundtrack in Undertale. It plays when you're creating a new SAVE file.

## Information

Track Name — Start Menu

Track # — 2

Time — 0:32

Filename — mus\_menu*0-6*

Leitmotifs — Once Upon a Time

Location played — Name screen

## Variations

Every subsequent iteration of this track adds instrumentals directly related to how many characters the protagonist befriends.
Yue

**Yue** is one of the factions in the game Oriental Empires.

## Description

The kingdom of Yue hails from the south of China, and has recently annexed the kingdom of Wu. Its culture is mainly Chinese, but mixed with that of the native southern peoples. Yue people excel in building and sailing boats and ships, and it's craftsman are renowned for metalwork and sword making. It has recently removed it's capital to Langye, a long way from its heartland, in the hope of expanding into the northern plain.

## Features

* Naval units add 15% to kill chance
* Naval development rate increased by 20%
* Add 10% to kill chance with bladed weapons
* Military development rate reduced by 20%
* Reduce attack of chariot and cavalry units by 15%
* Farmers
Sans.

*For the character, see Sans.*
**"sans."** is the 15th track in the Undertale Soundtrack. It plays during most conversations with Sans, inside Grillby's, in Napstablook's snail farm, and throughout the entire game.

When sped up, it sounds remarkably similar to Song That Might Play When You Fight Sans.

About 35 seconds into It's Raining Somewhere Else, this track can be heard.

## Trivia

* The track appears to predate Undertale's development, having shown up as background music for a Homestuck-related project as early as October 2012, as "`muscles.mp3`", explaining its filename in *Undertale*.
* This track was used as background music for Undertale's Kickstarter video, along with some others.
* If Papyrus is killed, Sans will not appear at any of his sentry stations, meaning that the track will not play.
An Ending

>  heya.
>  is anyone there...?
>  well, i'll just leave a message...
> — Sans
>
>

"**An Ending**" is the 81st track in the *Undertale* Soundtrack. It is a slowed, extended version of "Ruins" and plays during Sans' phone call in most endings of the Neutral Route.

This also plays during the defeat of Undyne in the Neutral Route.

## Information

Track Name — An Ending

Track # — 81

Time — 3:28

Filename — mus\_z\_ending

Location played — After the Neutral Route credits. After defeating Undyne on the Neutral Route.

Leitmotifs — Ruins

## Trivia

* "An Ending" resembles the theme "Zanarkand" from *Final Fantasy X*.
Iron Armor

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

**Iron Armor** is a form of Technology and Culture.

## Description

Although iron of itself is not superior to bronze as a material for constructing armor, it is much cheaper. This makes it feasible to for the rank file soldiers to be issued metal armor that protects most of their body. Tough steel can be used for breastplates and helmets used by the best protected troops.

## Effects

* Reduces chance of melee attack hit by 10%
* Enables construction of: Armor Factory
Memory

> The serene sound of a distant music box... it fills you with determination.
> — Waterfall's SAVE Point before the second encounter with Undyne
>
>

"**Memory**" is the 34th track in the *Undertale* Soundtrack.

## Information

Track Name — Memory

Track # — 34

Time — 1:15

Filename — mus\_musicbox

Leitmotifs — Memory

Plays in location — Waterfall, Date with Undyne, New Home, after sparing Asgore, after sparing Asriel
Temmie Village

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

*For the track of the same name, see Temmie Village (Soundtrack).*

> hOI!!! welcom to... TEM VILLAGE!!!
> — Sign when entering Temmie Village
>
>

**Temmie Village** is a small, elusive region within Waterfall that is comprised of two rooms. The village is home to many Temmies, notable for their quirkiness and affected English speech. The village also includes the Tem Shop, which is the only shop in the game that allows the protagonist to sell items.

## Location

Temmie Village can be found after the lowermost set of mushrooms is lit in the fluorescent mushroom room (directly before the room with the dimming crystal lights). The entrance to the village is at the bottom right of the room. This path is dark when the protagonist first encounters it and becomes lit after they progress further through Waterfall, regardless of whether or not the village was encountered before.

The River Person, Undyne, and a sign near the SAVE point by Napstablook's house hints about this unlit path. Gerson mentions the village as a location to sell items, although he cannot remember where it is. Undyne tells the protagonist where Temmie Village is if they call her, but advises the protagonist to avoid it. The River Person gives a small hint on the Temmie Village's location, saying it is in the "*room before the darkening lantern room.*"

## History

Temmie Village is said to have a very deep history though it is never explained. If the Tem Shopkeeper is sent to college, she will say she can elaborate on their history, but only that.

## Trivia

* The SAVE point says "*detemmienation*" instead of "*determination*."
ALT://R5A2

## Objectives

 **Main:** Retrieve Item

1. Collect the Bulkhead Key in Zone 15.
2. (Optional) At this point you can choose to start the secondary objective.
3. Use the Bulkhead Key from Zone 15 and the Bulkhead Door Controller in Zone 15 to open the Bulkhead Door to Zone 16.
4. Enter Zone 17 **or** 18 to retrieve the colored Key to unlock the Security Door to Zone 19.
5. Enter Zone 20 and pick up the HISEC Cargo. *Picking up the HISEC Cargo will activate an error alarm, spawning 1 Striker every ~10 seconds for the rest of the expedition. This will also unlock the Bulkhead Door to the overload objective in Zone 302.*
6. (Optional) At this point you can choose to start the overload objective.
7. Go back to the entry point in Zone 15 and extract with the HISEC Cargo.

 **Secondary:** Terminal Command

1. Use the Bulkhead Key from Zone 15 and the Door Controller in Zone 15 to open the Bulkhead Door to Zone 131.
2. Enter Zone 132 and input the command `REROUTE_POWER` into the terminal. *The command will turn off all lights in the expedition, unlock the the Security Door to Zone 132 and spawn in a single Snatcher.*
3. Collect the Bulkhead Key in Zone 132.

 **Overload:** Gather Items

1. Enter Zone 302 and collect the HDD. *Zone 302 will contain a Mother as well as some Baby Strikers that will wake up after the door is opened.*

## Resources % per Zone

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

*(May vary slightly)*

*(May vary slightly)*

 **132** | 0 | 0 | 0

*(May vary slightly)*
Temmie Village (Soundtrack)

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

*For the area with the same name, see Temmie Village.*

> hOI!!! welcom to... TEM VILLAGE!!!
> — Sign when entering Temmie Village
>
>

"**Temmie Village**" is the 43rd track of the Undertale Soundtrack and plays in the titular Temmie Village. It is a simplistic, cheery, and mainly a cappella track with minimal percussion.

## Information

Track Name — Temmie Village

Track # — 43

Time — 0:57

Filename — mus\_temvillage

Leitmotifs — Enemy Approaching

Plays in location — Temmie Village
Undertale Soundtrack

***UNDERTALE Soundtrack*** is the soundtrack album for *Undertale*, released September 15, 2015, and available for purchase from Bandcamp, Steam, iTunes, the game's website, and available online for free at Spotify. All tracks are composed by Toby "Radiation" Fox with FL Studio.

There are 101 tracks in total on the Undertale Soundtrack, with tracks 78-101 considered "hidden" tracks. Tracks not present in normal gameplay or in the soundtrack can be found here.

The soundtrack and other sound files are largely composed of various leitmotifs. Fox has stated that the majority of Undertale's soundtrack was composed using free SoundFonts and synths.

## Official Track List

Note: Leitmotifs categorized as "minor" on the leitmotifs page are italicized. When applicable, the subset of a group of leitmotifs that a song is a part of is written after the parent group in parentheses.

## Reception

The soundtrack has been widely praised by games press and fans, with Eric Van Allen of GamingTrend saying, "The soundtrack to Undertale reinforces [the game's] earth-shattering moments, knowing just when to rise and fall, and the frequent use of melodies and themes subconsciously manipulates your heart throughout the whole experience. Each song is reminiscent of a time when melodies had to be simple yet discernible, and each piece finds a way to grow outside the realm of chiptunes without losing that simplicity." Jim Sterling praised the soundtrack as "a damn fine collection of unforgettable tunes."

## References

1. ↑ "*FL Studio. I often write the melodies and chords using a keyboard first.*"- Toby Fox. Undertale FAQ.
2. ↑ "*most of undertale's music was made using free soundfonts + synths but everyone likes it. that's cool*" - Toby Fox. September 19, 2015. Twitter
3. ↑ http://gamingtrend.com/reviews/underground-bound-undertale-review/
4. ↑ http://web.archive.org/web/20160304151601/http://www.thejimquisition.com/2015/09/undertale-review-a-determined-effort/
Unrest

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

**Unrest** is the result of dissatisfaction with your rule in Oriental Empires.

Unrest is the result of happiness, dissatisfaction, and suppression.

* Both Peasants and Nobles are made happy as we increase our culture, nobles doubly so.
	+ Each point of Culture will add 1 point of happiness to peasants and 2 to Nobles.

## Effects of Unrest

* Below 60 there are no direct effects of unrest.
* You start getting less income from taxes when Peasant Unrest hits 70%
* You can’t recruit Militia/Tribal Units when Peasant Unrest hits 80%
* Above 90% there is an increased risk of the settlement and nearby armies starting a rebellion.
* You get no taxes when Peasant Unrest hits 100%
* You can’t recruit Noble Units when Noble Unrest hits 80%
* Bandits tend to spawn more frequently at higher unrest levels
* When unrest hits 40% smart players start looking to take unrest prevention measures.

## Reducing Unrest

### Realm-Wide Factors

* Edicts such as the Well Field System will increase Noble Happiness while increasing Peasant dissatisfaction.
* Expansion of the realm beyond what is merited by Authority will result in Noble Unrest

### Local Factors

* First, check the Settlement's Unrest display for details.
* Stationing a governor in a settlement will reduce both Peasant and Noble Unrest.

#### Noble Unrest

* Nobles are made happy by access to luxuries. Silk, Jade & Ceramics will each add 7 noble happiness to any settlement that has them.
* Nobles are unhappy with being ruled by a distant capital. Having a centralized capital will improve overall happiness.

##### Lowering Local Noble Unrest

* Building a Pavilion will Lower Noble Unrest but remember that peasants will be conscripted to build it.
* Nobles unrest may be due to over-fast expansion of your empire. Monitor your Authority versus your settlement count.
* Nobles appreciate a well manned garrison. Adding Peasant militia may decrease noble unrest while raising peasant unrest.
* Noble military units will NOT suppress noble unrest.

#### Peasant Unrest

##### Lowering Local Peasant Unrest

* Garrison a unit of nobles in a town will lower peasant unrest. (Raising 1 unit of Nobles temporarily adds +2 to Noble Unrest but lowers Peasant Unrest by 8)
* Building a Shrine will help with Peasant unrest long-term but remember that they will be conscripted to build it.
* Peasant unrest from forced labor will normally fall 1 per turn assuming that there is no forced labor going on.
* Before the forced labor penalties can be amortized, any **previous grievances** unrest must be amortized.
* Peasant based militia units will NOT suppress Peasant unrest.
HISEC Cargo

**HISEC Cargo** are an objective Items found in specific expeditions. These cases are the target for the Retrieve Item and Process Item objectives.

## Gameplay

HISEC Cargo are large items that need to be carried by a team member. When carried, the cargo prohibits sprinting, resuscitating players, the use of weapons, consumables, and opening lockers and boxes. Players can still open doors and use flashlights, or drop the case when needed.

## Background

Kovak Defense Services logo is written on both ends of the cargo. When querying cargos at Terminals the alternative name "*Security Cargo Crate*" is displayed.

## Gallery

* Cargo carried by the player
* Cargo after being opened
* Opened Cargo carried by the player
Biotracker Symbiosis

Biotracker Symbiosis is a game mechanic that causes certain sentry guns to both detect Enemies tagged by the Bio Tracker faster, and also use less ammo when shooting them.

## Description

Whenever certain sentry guns shoot at enemies that are marked, Biotracker Symbiosis will be active. As soon as the sentry is no longer shooting at a pinged enemy, it will deactivate. Applicable sentries will prioritize shooting at enemies that are pinged over enemies that are not.

While symbiosis is active, the sentry gun will lock onto its target faster, rotate to face its target faster, have reduced delay between shots, and use less ammo when shooting. Because of this reduced ammo consumption, sentries will occasionally save a bullet when they fire. The reduction in ammo consumption is **not** based on RNG, as it is a multiplier based off the bullet cost for the sentry.

As of ALT://Rundown 6.0, Biotracker Symbiosis is only active on the Shotgun Sentry and the Sniper Sentry.
Establish Uplink

**Establish Uplink** is an objective where players must find specified terminals and use special-purpose commands to establish a network uplink or uplinks to the provided *IP addresses*.

## Description

An uplink consists of using both the `UPLINK_CONNECT` and `UPLINK_VERIFY` commands on specific terminals.

The `UPLINK_CONNECT` command starts the uplink, which will also initiate an alarm that persists whilst the uplink is in progress. `UPLINK_CONNECT` can only be used on the IP address provided, i.e.:

```
UPLINK_CONNECT 123.345.567.78
```

Once connected, the terminal go through a number of verification stages. Each will present a three-letter *verification code*, which corresponds to the four-letter *verification words* shown on the player's HUD. The player must enter the corresponding word with the `UPLINK_VERIFY` command. For instance, if the terminal requests `Y09` and the HUD contains:

```
(Y03-HELP) (Z09-BEAT) (X02-CELL) (X04-HEAR) (Z03-NEAT) (Y09-TRAP)
```

The player should enter `TRAP`:

```
UPLINK_VERIFY TRAP
```

* As the player cannot see their HUD whilst using the terminal, the player will need to dismiss the terminal to retrieve the *verification word* or have it communicated by another player.
* Entering the wrong *verification word* will reset the current stage
* A player must always be adjacent the terminal or the process will stop. It is recommended that the other players prioritise defending the terminal user to avoid interruption.

In some expeditions, after all uplinks have been established, an error alarm may begin, which generally cannot be deactivated, forcing the prisoners to fight their way to extraction.

### External uplink

Starting with Rundown 005://EXT, some levels with this objective will send the codes to a log file in another terminal, as opposed to displaying the codes on screen for the whole team. To start the uplink on these missions, the command `UPLINK_CONFIRM` must be entered on the second terminal. This requires the team to cooperate more actively to establish the uplink, as the terminals may be spread out across different zones, making it much more efficient to split up into two teams, with one person from each team working on the objective while the other defends.
Index of Logs

The following article details all of the logs contained within the active rundowns in GTFO. The purpose of this information is to act as an index for quickly cross-referencing logs documented on this wiki with the GTFO in-game content.

(This information was last updated January 14th, 2024.)

File names marked with an asterisk (\*) appear in multiple rundowns.
Distribute Powercells

A mission with the goal of bringing Power Cells to multiple Generators around the map.

## Description

The goal of this mission is to bring power cells, which are given to you at the start of the mission in a cargo container, to different generators around the map. These generators will be spread out across multiple zones, making terminals very helpful in locating them. The cells must be carried to the generators, which will reduce your movement speed greatly. Due to this, it is a good idea to bring them along with you throughout the mission as you clear zones, keeping in mind where you ultimately need to bring them, instead of going back to the beginning every time you need to place a cell into a generator. Placing the cells into the generators does not typically cause any alarms or mission complications on its own.

## Gallery

* The container with the cells as found at the start of the mission
* The same container when opened
Dodge

It is possible to perform a dodge in GTFO by **tapping** your sprint button (usually shift) and pressing a direction. It will move you a short distance in that direction, which can allow a prisoner to get out of the way of an incoming attack.

Performing a dodge in combat will consume a considerable amount of Stamina (roughly 25%?) - which, in turn, will make it a lot harder for a prisoner to evade further attacks (due to less stamina). Sure, the initial dodge will be faster than a sprint (dodge has a speed of 10 units/s at 100% stamina, sprinting is ~6 units/s), but your dodges will also get worse as you consume more stamina (eventually reaching a speed of only 6.5 units/s with 0% stamina remaining).

Due to this, prisoners are strongly encouraged to **not** attempt dodging an attack, and to just sprint (holding the sprint key) out of the way of an incoming attack instead.
Once Upon a Time

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

*For the prologue of* Undertale*, see The War of Humans and Monsters.*

> Long ago, two races ruled over Earth: HUMANS and MONSTERS.
> — Opening Cutscene
>
>

"**Once Upon a Time**" is the 1st track in the Undertale Soundtrack. It plays during the introduction sequence of the game on every launch. It is a primary leitmotif of the game.

## Information

Track Name — Once Upon a Time

Track # — 1 (OST)/1 (Demo)

Filename — mus\_story

Leitmotifs: Once Upon a Time (itself)

## Trivia

* This track plays at 90% speed in-game. In the original soundtrack, it plays at the same speed as it does in-game.
* This track is used two times in the game; the second is during the fight with the final boss of a Neutral Route after the boss closes the game. Upon relaunch, the track plays normally before leading to a fake version of the original intro before "glitching".
ALT://R4B2

Similar to all of the B-Tier expeditions in ALT://Rundown 4.0, the expedition's title refers to the *Variscite* gemstone.

## Objectives

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

 **Main:** Activate Generator Cluster

1. Collect the Bulkhead Key in Zone 84.
2. (Optional) If you choose to do any bonus objectives you will have to enter the secondary objective.
3. Enter Zone 86, 87, 88 and 89 to retrieve the 4 Power Cells. *For each Power Cell placed in the Generator Cluster, the Fog will be lowered a bit.*
4. Deliver the Cells to the Generator Cluster in Zone 85 and complete a team scan.
5. Go back to the entry point in Zone 84 and extract.

 **Secondary:** Terminal Command

1. Use a Bulkhead Key and the Bulkhead Door Controller in Zone 84 to open the Door to Zone 177. *Opening the Bulkhead Door will require you to inititate an error alarm, spawning 3 Strikers/Shooters every ~50 seconds for the rest of the expedition.*
2. Enter Zone 177 and enter the command `SCCS_LOCAL_TEMP_SET_294_GRAD_INV_FALSE` into the terminal.
3. Collect 1 Bulkhead Key in Zone 177 (or collect both Keys if you want to go for the Overload objective as well).

 **Overload:** Gather Items

1. Use a Bulkhead Key and the Door Controller in Zone 87 to open the Door to Zone 291.
2. Collect 6 OSIP Hormones found in Zone 292, 293, 294 and 295.

## Resources % per Zone

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

*(May vary slightly)*

*(May vary slightly)*

*(May vary slightly)*

 **295** | 60 | 60 | 40
Artifacts

**Artifacts** are items found throughout The Complex which are traded to The Warden for Boosters. They were added in Rundown 005 and now appear throughout all rundowns.

## Spawning

Artifacts can spawn on the ground, on shelves, on top of props, and in lockers and boxes.

In most levels, about 30 artifacts will spawn in each sector. This can vary by expedition and sector, but generally it is easier to find artifacts in a sector with less zones.

The three types of artifacts — **muted**, **bold**, and **aggressive**. Each rarer than the previous and therefore will appear with less frequency.

## Artifact Heat

**Artifact Heat** is a mechanic present on the Rundown UI. The number will dictate how valuable each artifact is within a given level.

At 100% heat, each artifact will contribute towards 0.15 Booster progress, or 15%. As heat decreases, so will its progress towards a Booster. Artifact heat will never reach below 20% (at this heat level, artifacts will increase the Booster progress by 0.03).

Artifact heat will decrease by 1% for every artifact collected in the current expedition regardless of type. Artifact heat will increase by 1% for all other expeditions every 3 artifacts collected. Artifacts will only be counted as collected when you complete a level, fail a level, or retire to lobby. Exiting the game or returning to the desktop will not grant you any artifact progression.

## Trivia

* On release of Rundown 005, the sound made when picking up an artifact was accidentally too loud. This caused the creation of many memes within the community, as well as an apology from the sound designer, Simon Viklund.

## Gallery

* A bold artifact on a prop
* An aggressive artifact in a box
* Bold Artifact render
ALT://R6AX

## Objectives

 **Main:** Download Coordinates for Alpha Three

1. You'll have to Make your way to **Zone\_15** and use the Terminal in order to lift the lockdown on the set of Security Doors that lead to **Zone\_18**, so the first step is to open the Security Door for **Zone\_13** (Class IV Alarm)
2. Be wary, as **Zone\_13** is entirely filled with Giants, but luckily you are rewarded with the Security Door to **Zone\_14** not having an alarm.
3. Once you clear your way through **Zone\_14**, you'll be greeted with the Security Door to **Zone\_15** (Class IV Alarm), survive and make your way to the terminal.
4. Near the Security Door you came from, you'll find the terminal you've been looking for. Unfortunately, it requires you access logs on a terminal in **Zone\_20** in order to get the password to unlock it, so on you go.
5. Trying to open the Security Door to **Zone\_20**, you'll find that you require a colored Keycard from **Zone\_21**, so open the Security Door to **Zone\_16** and start heading there.
6. Proceed through **Zone\_16** until you reach the door to **Zone\_21**, it's a Blood Door, so you'll have to set up.
7. Grab the key, then make you way to **Zone\_21** and you'll be rewarded with a Checkpoint.
8. The Zone is empty, so run to the console, grab the key, then head to the terminal in Zone\_15 and release the lockdown. Be prepared though, as it starts a Sustain Alarm
9. After the scan is finished, head to *Zone\_17'*, making your way through this Zone is a bit tricky as it's completely packed full of Scouts and small enemies.
10. Clearing your way through, you'll eventually encounter the Security Door to **Zone\_18**, and luckily it is also an alarm-less checkpoint, which means more is to come.
11. Once you find the terminal and download the coordinates, you'll be abruptly teleported and asked to input `FORCE_SHUTDOWN` in order to stop the ongoing wave. Prepare quickly though, as you are imminently being assaulted by enemies, both on the ground and in the air.
12. Inputting the command starts a Sustain Scan, which once finished will result in you teleporting back and opening the Security Door to **Zone\_19** where you are free to extract at your leisure.

## Resources % per Zone

* Main Objective Zones

*(May vary slightly)*
Undertale (Soundtrack)

*For the game and its soundtrack, see Undertale and Music.*

> Aren't you excited? Aren't you happy? You're going to be free.
> — Monsters talking to the protagonist through New Home
>
>

"**Undertale**" is the 71st track in the *Undertale* Soundtrack. It plays while the protagonist travels throughout New Home and learns the backstory of Asgore, Toriel, Asriel, and the first human. It is a song harmonizing the melodies of "Once Upon a Time" and "Memory"/"His Theme."

## Trivia

* In the game files, this song is split into two parts: "`mus_endarea_parta`" and "`mus_endarea_partb`." The beginning file loops while the protagonist is on the top floor of the house, and the second plays once when the protagonist enters the basement.
* The sound files play at 0.85x speed in-game, matching the speed found in the original soundtrack.
* This is the longest track in the *Undertale* Soundtrack, although its individual parts are shorter than "Reunited."
* The original version of "Undertale" had a bit more somber feel and came with an entirely different guitar accompaniment. According to Toby, by hearing "Redline Day," he was inspired to rework the song and write a new guitar accompaniment, which would then become the basis for "Memory" (and, by extent, "His Theme").
* If a part of "Undertale" is slowed down by 666%, it sounds exactly like "The Choice."
ALT://Rundown 1.0

**ALT://Rundown 1.0: Deviation** was released on October 20th, 2022 at 01:00 PM CEST.

It was the first Rundown to be re-released, as the Rundown system was reworked to not remove older Rundowns anymore.

## Summary

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

## Logs

**ALT://Rundown 1.0 Logs can be found here: ALT://Rundown 1.0 Logs**
Anders Bodbacka

ANDERS BODBACKA

*Technical Art Guru / Design / Animation / Lord of Destruction*

 Trivia | Technical Art Guru / Design / Animation / Lord of Destruction

## 10 Chamber's Official Q&A

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

*Ulf and I go way back, I was one of the earliest hires at Grin almost almost 17 years ago. My latest gig was at Avalanche Studios, making amazing physics setups that explode and crumble.*

**- Describe a normal day at the 10 Chambers Collective Office!**

*Focused, very focused and productive, we all have families and interests that reach beyond the office walls. We talk about all aspects of the game, usually never doing anything just because that is the traditional AAA-approach to do it, we have the luxury of being quicker and more agile than the leviathans.*

## Released Games

* Ballistics (2001)
* Bandits: Phoenix Rising (2002)
* Ghost Recon: Advanced Warfighter (2005)
* Ghost Recon: Advanced Warfighter 2 (2006)
* Wasteland Racers (2006)
* Bionic Commando Rearmed (2008)
* Terminator: Salvation (2009)
* Wanted: Weapons of Fate (2009)
* Bionic Commando (2009)
* Syndicate (2012)
* Mad Max (2015)
* Just Cause 3 (2015)
Locations

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

The following is a list of locations in the game Undertale.

## Ruins

* Toriel's House
* Flower patch

## Snowdin

* Snowdin Forest
* Snowdin Town

## Waterfall

* Undyne's Home
* Napstablook's Home
	+ Napstablook's Snail Farm
* Temmie Village
* Garbage Dump

## Hotland

* MTT Resort
* Lab
	+ True Lab
* CORE

## New Home

* Asgore's Home
* Barrier

## Miscellaneous

* Surface
* Mt. Ebott
GTFO Wiki/Bottom section

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.
ALT://R5E1

**ALT://R5E1** is the first and only E-Tier expedition, and the final expedition, of ALT://Rundown 5.0.

## On Spawn

The prisoners will spawn with 100% infection. This can be averted by having over 100% Infection resistance.

## Objectives

 **Main:** Initiate Inflex Protocol

* Obtain a key to open **Zone\_529**.
	+ *Note:This zone will be filled with spitters, watch your HP due to infection.*
* Enter **Zone\_531**
	+ *It is best to clear out this Zone entirely as there will be a scan here later with an active error alarm.*
* Enter **Zone\_532** (Class III Surge Alarm)
* Enter **Zone\_533** and find the Cell and return it to the generator in zone\_531.
	+ *This will Trigger an Error Alarm spawning 1 hybrid and 3 strikers/shooters every ~50s.*
* Enter **Zone\_530** and use the specified terminal to disarm the alarm. — *There will be a disinfect station in this zone.*
* Enter **Zone\_535**. There will be 2 mothers in this room.
* Enter **Zone\_536**. There will be many Chargers, Charger Giants, and a tank in this room.
* Locate the Key in **Zone\_538** required to open the door to **Zone\_540**
	+ *Opening the door to 538 will trigger an error alarm that will spawn chargers every ~50 seconds until you use the command `DEACTIVATE_ALARM` in the correct **Zone\_540** terminal.*
	+ *TIP: You can pull the alarm to **Zone\_541** and then use the command `DEACTIVATE_ALARM` and it will deactivate ALL active alarms giving you a free scan and reducing the amount of fighting.*

* Find the key in **Zone\_541** to unlock the blood-door to **Zone\_542**. This will spawn a Snatcher and trigger an Error Alarm that spawns Giants every ~30 seconds.
* In **Zone\_542** will be a cell to open **Zone\_543**.
* Make your way to the door into **Zone\_544**. There will be a class 4 Surge alarm to enter.
* Once inside of **Zone\_544** you may enter `DEACTIVATE_ALARM` into the terminal to clear the error alarm and finish off any remaining waves.
* Open the door to **Zone\_545** and enter the command `KDS_DEEP_CRISIS_OVERRIDE` into the terminal.
	+ Be sure to pay attention to the scenery change to get a bit more information about the lore of this mission.

**After the alarms are disabled and the last remaining waves are killed, the instance is safe to explore. There is no extraction alarm. This is a perfect time to collect Boosters or Logs throughout the entire level.**

## Enemies

Striker, Shooter, Charger, Shadow, Spitter

Giant, Big Shadow, Big Shooter, Big Charger, Hybrid

Scout, Charger Scout, Shadow Scout

Mother, Tank, Snatcher

*This article is a stub. You can help GTFO Wiki by expanding it.*
Ruins (Soundtrack)

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

*For the area with the same name, see Ruins.*

> The shadow of the ruins looms above, filling you with determination.
> — SAVE Point in the Ruins
>
>

**"Ruins"** is the 5th track in the Undertale Soundtrack. It is the first instance of a recurring musical theme that shows up in tracks such as Waterfall, Spear of Justice and An Ending, among many others, and plays while the protagonist travels through the Ruins.

## Information

Track # – 5

Time – 1:31

Leitmotifs – Ruins

Author – Toby "Radiation" Fox

Filename – mus\_ruins

Location played – Ruins

BPM – 138

File:Mus ruins.ogg

Previous Track – Fallen Down

Next Track – Uwa!! So Temperate♫

## Trivia

* This song has a similar instrumentation and feeling "*Fortress of Ancient Dragons*" from Chrono Cross. As both songs play in ancient ruins, it might have served as an inspiration.
* If you speed the song up by 2x, it sounds very similar to Spear of Justice and NGAHHH!!
Mambo Media Services

**Mambo Media Services** is a group of interest which publishes news, editorial, and dispatches — a number of which can be read via logs throughout The Complex. These logs expand upon the lore of GTFO, chiefly concerned with world affairs before and after the NAM-V outbreak, Santonian, and KDS.

Whilst not a subplot itself, Mambo Media Services provides details of a number of other subplots.

The last log is dated January 13th, 2058, and announces the closure of the Liberty Sentinel.

### Active Rundowns

1. ↑ No date is given, but as the results are filtered by relevance and each is dated 2043/2044, assume the query was made in or around 2044.
2. ↑ 2.0 2.1 2.2 These logs are identical to those found in Rundown 7.0, with minor grammatical updates.

### santonianindustries.com

The following logs are found in the archives on santonianindustries.com:

1. ↑ No date is given, but as the results are filtered by relevance and each is dated 2043/2044, assume the query was made in or around 2044.
2. ↑ No date is given, but as the results are filtered by relevance and each is dated 2049, assume the query was made in or around 2049.
Undertale Wiki

**Undertale** is an indie roleplaying game developed by tobyfox. It was released on September 15, 2015 on Steam.
Welcome to UNDERTALE. In this RPG, you control a human who falls underground into the world of monsters. Now you must find your way out... or stay trapped forever.

 **Featured Content**

* Screenshots
* Videos
 **Featured Media**

To write a new article, just enter the article title in the box below.

**Registering**

* Feel free to register and join our user base by clicking **here**.

**Not sure where to start?**

* Find out more about the wiki on the **Help** 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.
ALT://R4A3

The expeditions title, Onwards, is part of the slogan "Onwards and downwards!" seemingly used by the Santonian Mining Company that can be found in two logs.

## Objectives

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

 **Main:** Clear a Path

1. Enter Zone 28 to collect the Bulkhead Key.
2. (Optional) At this point you can choose to start the secondary objective.
3. Make your way to Zone 29. (Optional) Enter Zone 31 for extra rescources.
4. (Optional) At this point you can choose to start the overload objective.
5. Enter Zone 30 and extract.

 **Secondary:** Gather Items

1. Use a Bulkhead Key and the Door Controller in Zone 27 to open the Door to Zone 145.
2. Collect the Bulkhead Key in Zone 145.
3. Collect 5 OSIP Hormones in Zone 145 (contains 3), 146 (contains 1-3) and 147 (contains 1-3). *The colored Keys for Zone 146 and 147 can be found in 145.*

 **Overload:** Terminal Command

1. Use a Bulkhead Key and the Door Controller in Zone 29 to open the Door to Zone 195. *Opening the Bulkhead Door will require you to inititate an error alarm, spawning 3 Strikers/Shooters every ~50 seconds for the rest of the expedition.*
2. Make your way to Zone 197 and enter the command `FLOODGATE_OPEN_S156F` into the terminal. *Entering the command spawns 3 Hybrids and 3 Giants.*
3. Collect the Bulkhead Key in Zone 197.

## Resources % per Zone

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

*(May vary slightly)*

 **31** | 0 | 0 | 0

*(May vary slightly)*

 **147** | 40 | 60 | 40

*(May vary slightly)*

 **197** | 40 | 60 | 0

## References

1. ↑ WIOGL56.LOG
2. ↑ HZW-8JK-LTT
IIX Syringe

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

 Max charges | 1

The **Syringe** is a consumable item that can be found throughout the Lab environment in resource containers as well as on shelves or desks. They come in two different forms, a yellow one called 'IIx' and a red one called I2-LP Syringe (both of these syringes are mentioned in the first log of Rundown 003).

## Usage

Using an **IIx** syringe provides a 3x melee damage multiplier for 8 seconds. They also give the player between 3% - 10% infection when used.

## Example Scenarios/Strategies

Using an **IIx** syringe allows you to kill any giant enemy with one fully charged hit to the occiput (back of the head) with any melee, except for the Kovac Peacekeeper Bat (or the Mastaba Fixed Blade Knife if they are awake). Player health will appear yellow for the duration of the syringe's effects.
Charger

**Chargers** are hardy enemies that made their first appearance in Rundown 001, in the C2:"Decode" expedition.

 Occurrence | Rare

## Appearance

Chargers appear to have progressed to later stages of mutation and/or belong in their own sub-class. They are taller than normal Strikers and Shooters and can be mistaken for the Big Shooter/Giant variants at a distance due to their size. Their flesh has a dark black colour and they have distinctive horns or spikes growing on their head, which look similar to the growths found on some rabbits due to *Shope papillomavirus*.

## Spawning

Like most sleepers, Chargers have been found sleeping throughout certain areas in The Complex, but only after a certain depth - only at B tier and lower. They have been noted to spawn in the red lit rooms in the C levels (Rundown 004), these rooms are also known for the large biomass stuck in the ceiling.

## Behavior

While they have a ranged attack with their tongue like regular Strikers, Chargers as their name suggests prefer to charge and use punch attacks. They are capable of delivering a series of punches which add up to a lot of damage, meanwhile, their thick skin allows them to hold up against gunfire better than most enemies. Chargers make a rather distinguishable sound when listening to their environment, which can be compared to the sound of bone or treebark slowly cracking, only a bit more distorted and slowed down.

Because of their coloration, Chargers cannot be seen with up-close Darkvision like other creatures. They are only visible if emitting light or using a light source.

Unlike other sleepers, Charger's heads are armored and they don't take fatal damage from headshots, but they can still be killed with a single charged melee attack on their back (spine). So if a Charger has its back against a wall, two players will need to sync up their melee for a guaranteed stealth kill.

## Audio

Clicking

Spasming

Wave

## Gallery

* Charger listening to its environment
* Side View
* Front View
* Standing Idle