recursal/Fanatic-Fandom huggingface dataset:
Activate Generator Cluster

A search and recover mission where the prisoners must locate power cells and bring them back to a cluster of generators around a backup reactor.

## Description

The goal of this mission is to reactivate a generator cluster by placing power cells in it. The cells are found across multiple zones, making a terminal very useful for finding them. The mission typically includes fog which may or may not be infectious. Fog levels will shift up or down as cells are placed into the generator cluster, impacting the difficulty of certain zones and the mission in general. After placing all of the cells in the generators, the cluster will perform a restart sequence, often starting an alarm and a set of security scans, and often causing fog to fill the area once again. After the security scans are completed, power will be restored and the fog may disperse once again, but not always. After activating the cluster, players must make their way to extraction. Activating the cluster sometimes also starts an error alarm, presenting an additional threat on the way to extraction.
Matter Wave Projector

## Description

Matter Wave Projectors are Objective Items either found in specific zones or delivered to the players at the start of an expedition. These items can be the target for the Retrieve Item objective. They can also be inserted into Jump Gates to transport the players to certain areas as a special form of the Process Item objective type.

Matter Wave Projectors are large items that need to be carried by a team member with both hands, meaning you have to drop the Projector to gain access to tools, weapons and consumables again.
You can still open doors and use the normal flashlight while carrying the case but you move at a slower speed and cannot sprint. It can also be dropped at any time with a slight use time and then get picked back up.

A logo and the name of the "Project Insight" can be found on both sides of the Projector and a crystal-like mineral is placed exposed inside the Projector. Four Data Cubes can be seen inserted into the Matter Wave Projector.

There are four audio logs by Dr. Rebecca Stokes referencing/"explaining" the Matter Wave Projector (#1, #2, #3 and #4).

## Gallery

* Matter Wave Projector carried by the player
* Project Insight logo
* Detailed view from the top
ALT://R5B3

## Objectives

 **Main:** Process Item

1. Take the HISEC Cargo from the entry point with you and leave it next to Zone 47. *Opening the Security Door to Zone 46 will require you to inititate an error alarm, spawning 6 Chargers every ~2 minutes and 40 seconds until you open the HISEC Cargo with the Unsealer in Zone 47.*
2. Make your way to Zone 48 and retrieve the Fog Turbine.
3. Enter Zone 49 **or** 50 to collect the colored Key.
4. Using the colored Key, enter Zone 47 and open the HISEC Cargo with the Unsealer inside that Zone.
5. Enter Zone 51 and collect the Bulkhead Key.
6. (Optional) At this point you can choose to start the secondary objective.
7. Use a Bulkhead Key and the Door Controller in Zone 51 to open the Bulkhead Door to Zone 52.
8. Enter Zone 52 and extract with the HISEC Cargo.

 **Secondary:** Terminal Command

1. Use the Bulkhead Key from Zone 51 and the Door Controller in Zone 51 to open the Bulkhead Door to Zone 388.
2. Enter Zone 389 and input the command `RELEASE_CONTAINMENT` into the terminal. *The command will start a room scan and open all 3 Security Doors leading to Zone 389, each of them containing enemies that will wake up automatically.* Each of the zones contain a large collection of heavy enemies like giant chargers, hybrids and tanks. Focus on the giant chargers first as they can wipe a team fast, then afterwards the hybrids. The last room (north) contains a tank which can be baited around the center of the room. Two more tanks will spawn in during the security scan, from the north - one at a time.
3. Collect the Bulkhead Key in Zone 391.

## Resources % per Zone

* Main Objective Zones
* Secondary Objective Zones

*(May vary slightly)*

*(May vary slightly)*

 **392** | 0 | 0 | 0
ALT://R3B2

## Objectives

 **Main:** Process Item

1. *(Optional)* Retrieve the Fog Turbine in Zone 506.
2. Enter Zone 507 or 508 to retrieve a Power Cell to unlock the Security Door to Zone 509.
3. Retrieve the Power Cell in Zone 509 and unlock the Security Door to Zone 510.
	1. If you entered Zone 507, you will need to acquire an extra Cell by either entering Zone 508 or 511.
	2. If you entered Zone 508, you will still have a Cell left and won't need to find any additional Cells to finish the expedition.
4. *(Optional)* Whilst you are not required to kill the Mother in Zone 510, it is heavily advised as it is easily dealt with while asleep and alone.
5. *(Optional)* Enter Zone 511 for extra resources and/or an extra Cell.
6. Use a Cell to unlock the Security Door to Zone 512.
7. Insert the Neonate HSU into the The *Hydrostasis Depressurizer* in Zone 512.
8. Go back to the entry point with the Neonate HSU and extract.

## Enemy Types

*\*Spitters only in Zones 509 and 511. Baby Strikers are only spawned by the Mother, which is sleeping in Zone 510.*
C-Foam

C-Foam is a foam that can freeze enemies travelling through it. It can also be used to reinforce doors, so that they can withstand more hits from attacking sleepers.

## C-Foam Tools

C-Foam is currently stored in the C-Foam Launcher, the C-Foam Grenade and the C-Foam Tripmine. It is released by different actions.

### The Stalwart G2 C-Foam Launcher

The C-Foam Launcher is a tool that can be charged to shoot C-Foam bubbles.

### The C-Foam Grenade

The C-Foam Grenade is a consumable which can be thrown to release C-Foam (detonating on impact with any surface/any enemy).

### The C-Foam Tripmine

The C-Foam Tripmine is a consumable which can be placed on surfaces.
It sends out a blue laser beam which, if crossed by enemies, triggers a blast of C-Foam. This can also be used to reinforce doors if the explosion hits one.

## C-Foaming Enemies

C-foaming enemies works based on C-foam 'units'. Each blob from the C-foam launcher is 3 units (when a blob hits the ground it will split into 3 blobs, each with 1 unit). C-foam grenade contains 69 units. C-foam tripmine will instantly foam anything in range when it explodes, and will also shower the area with a good number of blobs (unknown exactly how many blobs there are).

Enemies then have basically a C-foam 'health' (internally in the game this is called glue tolerance). You need to apply C-foam units equal to their glue tolerance to freeze them.

Enemies, glue tolerances (and how long they get frozen for):

Snatchers, Flyers and Big Flyers are all immune to C-foam. Scouts, Shadow Scouts, Charger Scouts and Zoomer Scouts are all the same. Giants, Big Shooters, Hybrids, Big Shadows, Big Chargers and Nightmare Giants are all the same.

Side note for C-foaming enemies: only blobs that directly hit the enemy count. Blobs that hit C-foam blobs already on the enemy ***do not count***. As a result, it is often better to shoot blobs one at a time, either aiming at different areas of the enemy each time, or waiting for each blob to be absorbed before firing the next one. If you full-charge the C-foam launcher at an enemy, there is a chance that all blobs except your first one will just hit your first blob, not the enemy, and you'll only apply one blob worth of C-foam to the enemy.

## Trivia

* C-Foam is short for **C**onstruction Foam.
* This log implies that the name of the actually used product is PolyFoam. "PolyFoam is a construction material used by the mining industry to temporarily secure structurally unsound bulkheads."
Fog Repeller

Max charges | 4

The **Fog Repeller** is a consumable item that can be found throughout the Complex in resource containers. When thrown by the player it will slowly clear any environmental fog in its vicinity. Not to be confused with their larger counterpart the Fog Turbine.

They can be found of bundles of three to four in resource lockers and on shelves, as well as uncommonly on top of crates or under desks.

## Usage

Fog Repellers activate shortly after landing once thrown and will repel fog in a 3-5 metre radius for 110 seconds. After which, the fog will quickly envelope the cleared area. Fog Repellers produce a very faint yellow light at the edge of its radius.

Fog Repellers provides players a large area of unobstructed view without the fog, as well as temporarily removing infectious fog. They're most useful repelling fog in areas where the team must do a bioscan, and such situations are unavoidable in specific levels, so preserving fog repellers for such scenarios is strongly recommended, especially since most cases, the fog is infectious. The fog does not come into your cleared area while the repeller is active.

Sleepers are not alerted by fog repellers.

## Gallery

* Spawned in a Resource Locker
* First Person View
* Active Fog Repeller set by the player
ALT://R5A3

## Objectives

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

 **Main:** Terminal Command

1. Make your way to Zone 39 and enter the command `EXTRACT_DATACORE` into the left terminal.
2. Enter Zone 40 and find the required password in the log files of one of the terminals. Use this password to unlock the middle terminal in Zone 39 and input the `EXTRACT_DATACORE` command.
3. Collect the Bulkhead Key in Zone 40.
4. (Optional) At this point you can choose to start the overload objective.
5. Make your way to Zone 41.
6. (Optional) Using a Power Cell, enter Zone 42 which contains a Disinfection Station and a lot of resources. *A Power Cell can be found in Zone 43 in the  Main objective or Zone 233 in the  Overload objective.*
7. (Optional) At this point you can choose to start the secondary objective.
8. Use a Bulkhead Key and the Bulkhead Door Controller in Zone 41 to open the Bulkhead Door to Zone 43.
9. Enter Zone 43 and find the required password in the log files of 2 terminals in the Zone.
10. (Optional) Retrieve the Power Cell in Zone 43. *This Cell can be used to open Zone 42.*
11. Use the password from Zone 43 to unlock the right terminal in Zone 39 and input the `EXTRACT_DATACORE` command.
12. Enter Zone 44 and extract.

 **Secondary:** Retrieve HSU

1. Use a Bulkhead Key and the Door Controller in Zone 41 to open the Bulkhead Door to Zone 122.
2. Make your way to Zone 124, find the correct HSU and complete the HSU scan. *Opening the Security Door to Zone 124 will require you to inititate an error alarm, spawning 3 Strikers/Shooters every ~50 seconds for the rest of the expedition.*
3. Collect the Bulkhead Key in Zone 124.

 **Overload:** Activate Generator Cluster

1. Use a Bulkhead Key and the Door Controller in Zone 39 to open the Bulkhead Door to Zone 231.
2. Retrieve the Fog Turbine in Zone 231.
3. Make your way to Zone 235 and retrieve the 3 Power Cells.
4. Deliver the Power Cells to the Generator Cluster in Zone 231. *Inserting the 3 Cells will raise the Fog a bit and unlock the Security Door to Zone 233.*
5. Collect the Bulkhead Key in Zone 233.
6. (Optional) Retrieve the Power Cell in Zone 233. *This Cell can be used to open Zone 42.*

## Resources % per Zone

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

*(May vary slightly)*

*(May vary slightly)*

 **124** | 60 | 80 | 60

*(May vary slightly)*
KSO

**Kovac Security Operatives** (KSO) are security personnel deployed by Kovac Defense Services.

## Background

KSOs are regular humans who have been placed into the **Legion Program** by KDS, or joined voluntarily. Whilst the full extent of this program is still unknown, part of the program uses the side-effects of HSUs to damage the subjects' long-term memory in addition to absolute behavioural conditioning through the **Psychosomatic Routine Development Method** (PRDM).

The application of PRDM involves implanting a chip into the back of the neck of the operative. The chip receives messages and objectives from Biocom, which the operatives fulfil without deviation. This list of objectives being referred to as "*the stack*" or "*objective stack*."

The Legion Program was intended to be replaced by **Project Rise**, where artificially grown humans would replace the existing operatives. The intent of this program is to reduce complications and side-effects, whilst allowing for pre-selection of physical characteristics and traits.

PRDM can seemingly also be used to balance out any skill deficiencies the operatives might have, by making use of PRDM booster mods. These mods are apparently serums that are injected into the Legion KSO directly. Mods with a higher performance increase are however described to be "ultimately dangerous and frankly, toxic".

It is implied that the Legion Program comprises humans that were imprisoned in either normal state prisons or one of KDS's many "correctional facilities." In Bishop's case, the program was an easy way to get rid of undesirable people. Currently, Hackett is the only known person to volunteer for the Legion.

KSOs are normally deployed in groups of four operatives, called "*Quads*," and further designated based on their specific psychological/physical traits:

* **GO** - Genesis Operative
* **T** - Tau
* **F** - Faulty
* **O** - Sigma

For example, *Genesis Operatives* often establish themselves as leaders within a few minutes of their respective quad.

It is implied that when a KSO is no longer required or fit-for-purpose, they are *recycled* — removed from stasis so that they may be dissected for their organ and other tissues.

## Relevant Logs

* 121UL6.LOG - PRDM Booster mods
* 56HF2.LOG - Behavioral anomalies among Sigma gen
* OGVA-616-FY.LOG - 2nd Bishop interview
* 56E-ZZ4-SAS - BIOCOM pitch
* EBDT-44-WSX - Following all orders
* GGT-3F4-BZZ - PRDM chips
* US-DOD-RED1.LOG - Unknown origin of soldiers + BIOCOM operations
* 8RT-NSA-BUN.LOG - Designations
* 98R-T5B-N57 - Quad dynamics + Communication through BIOCOM

1. ↑  56HF2.LOG
2. ↑  4CF-76W-JF3
Datasphere

**Dataspheres** are an objective item that are either given to the players at the beginning of certain expeditions or found within the expedition itself. They are required for the Inject Datasphere objective.

## Gameplay

Dataspheres are large items that need to be carried by a team member. When carried, the Datasphere 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.

## Description

It seems that these spheres can receive "Neural Frame" data and store it afterwards. A small brown/dark red label can be seen hanging from the sphere but nothing seems to be written on it.
Clear a Path

**Clear a Path** is the simplest objective in GTFO, and requires the prisoners to reach an extraction point. Often, prisoners will encounter complications, such as alarms, restoring power to generators, and finding keys, which all combine to make this seemingly simple task more challenging.

## Background

Within the lore, the purpose of the objective can be a number of things, such as to distract a troublesome biomass from interfering in another expedition, or to open the zone for some unknown future purpose.
Big Shooter

Occurrence | Common

**Big Shooters** are the larger, more durable cousins of the basic Shooter enemy found in The Complex. They serve as tanks, soaking up gunfire and causing a drain on the player's resources.

## Appearance

They have an appearance similar to the smaller Shooters, however, they are much larger and have some colour differences. The growths on their heads are a much darker color and the top half of their body appears to be covered in blood, however, this could also just be a different skin color. The glow color - seen when listening in the sleeping state and while attacking - is brighter.

Their face shows that in their past they were definitely humans even though they don't look like it, they still show some human resemblance. But you can only see such detail when you are up close to them.

## Spawning

Big Shooters have a chance to spawn in any room, unlike the Scout which only spawns in certain rooms. There are also rooms and zones in certain expeditions where they are guaranteed to spawn. Like other big enemies, they spawn in pairs typically in the same room, although the pair may rarely spawn in different rooms.

## Behavior

Their attack patterns are very similar to the standard Shooters as they prefer to keep their distance while firing projectiles at the players, with the main difference being that they fire a burst of three shots instead of a singular one.

These projectiles are also slower than that of a normal Shooter. This makes using melee weapons highly effective against them, which can help to preserve the already scarce ammunition.

## Strategy

Since Big Shooters tend to stick to the backline, are easier to avoid than melee focused enemies and have high health meaning it'll take longer to kill them, it's generally best to leave them for last. Unlike the Giant, the Big Shooter's head will only break upon death, and you cannot break their pelvis.

One can effectively dodge shots from a Big Shooter by moving left and right repeatedly to dodge the projectiles.

To stealth kill a Big Shooter, it takes two fully charged melee hits to the occiput or four fully charged melee hits to its back or head. These hits must be done with a sufficiently damaging melee weapon (either the Sledgehammer or Spear), stealth killing Big Shooters with other melee weapons is possible, but will generally take longer or be less consistent. See Giant's Strategies for more details on the efficacy of different melee weapons and general strategies against larger enemies.

## Audio

Clicking

Spasming

## Gallery

* Dormant
* Up close
* Listening
* A closeup of the Big Shooter's face
ALT://R4B3

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

## Objectives

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

 **Main:** Establish Uplink

1. Collect the Bulkhead Key in Zone 37.
2. (Optional) At this point you can choose to enter the secondary objective Zones to access both bonus objectives.
3. Enter Zone 38, 39 and 40 **or** 41 to find the 3 Terminals required for the uplinks. *Finishing the final uplink will activate an error alarm, spawning 3 Strikers/Shooters every ~6 seconds for the rest of the expedition.*
4. Go back to the entry point in Zone 37 and extract.

 **Secondary:** Retrieve Item

1. Use a Bulkhead Key and the Bulkhead Door Controller in Zone 37 to open the Door to Zone 123.
2. Collect the Bulkhead Key in Zone 124.
3. (Optional) At this point you can choose to enter the overload objective.
4. Enter Zone 125 and 126 to retrieve 2 Cryogenic Cases.
5. Bring both Cryogenic Cases to the extraction scan in Zone 37.

 **Overload:** Terminal Command

1. Use a Bulkhead Key and the Door Controller in Zone 124 to open the Door to Zone 363.
2. Enter Zone 364 **or** 365 to collect the colored Key to unlock the Door leading to Zone 366. *This Zone contains a Mother and some extra enemies that will automatically wake up upon opening the door.*
3. Collect the Bulkhead Key in Zone 366.
4. Enter Zone 366 and enter the command `DEACTIVATE_FILTERS_S65T` into the terminal. *This will spawn multiple enemies.*

## Resources % per Zone

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

*(May vary slightly)*

 **41** | 80 | 40 | 40

*(May vary slightly)*

 **126** | 20 | 40 | 0

*(May vary slightly)*

 **366** | 80 | 60 | 20
Consumables

This page lists the **consumable items** in GTFO.

Consumables are general-purpose items or resources that aid players in surviving on their expeditions. These can be found throughout The Complex. The player can carry a resource pack and a consumable simultaneously as they occupy separate slots.

Consumables and resource packs CANNOT be stacked. You can use a consumable in front of sleepers since it doesn't make a sound.

## Resource Packs

Resource packs take up the Character's fifth item slot. They do only spawn in lockers and boxes.

Resource packs are found throughout The Complex in resource lockers and boxes. With the use of a Terminal they can be queried and pinged, making it easier to find them, especially if the player is looking for a specific one.

* Ammunition Pack
* Medical Pack
* Tool Refill Pack
* Disinfection Pack

## Consumables

Consumables take up the Character's sixth item slot. They cannot be replenished through resource packs. They can be found in resource lockers/boxes, and rarely also outside of them - for example on shelves.

Some consumables have a duration of how long they will work.

Consumables cannot be pinged, queried, nor will appear on any list when using Terminals.

* Fog Repeller
* C-Foam Grenade
* Lock Melter

* Glow Stick
* Long Range Flashlight

* I2-LP Syringe
* IIx Syringe

* Explosive Tripmine
* C-Foam Tripmine

## Trivia

* The Long Range Flashlight is the only consumable that cannot be "consumed".
ALT://Rundown 2.0

**ALT://Rundown 2.0 Infection** was released on December 7th, 2022 at 01:00 PM CEST.

## Summary

Rundown 2 concerns the retrieval of a neonate HSU. In this rundown, prisoners were sent to retrieve pMOTHER trial samples, foreshadowing a future encounter. There were some tasks which needed doing in Sector B to make Sector C's tasks possible. The first task was diverting a rather large biomass away from sector B2 — a suitable task for some expendable assets. However, after the prisoners survived their sacrificial task, they were sent into B2 themselves, to re-route power into Sector C, before then fixing Sector C's security system for the Warden via some uplinks. Finally, they needed to retrieve a Fog Turbine stored in Sector B4, in order to decontaminate the path to Sector C. Once they finally reached Sector C, the prisoners triangulated the exact position of the neonate using some uplinks. Prisoners then gathered IDs to gain permissions to enter Sector D, where the prisoners reactivated Sector E's power and filtration systems, setting up a perfect scenario for neonate extraction. The prisoners made their way to the Crib, and finally retrieved the neonate. They escaped into Rundown 3 with the neonate, not knowing what new threats awaited them.

## Logs

**ALT://Rundown 2.0 Logs can be found here: ALT://Rundown 2.0 Logs**
Gather Items

A search and recover mission where players must navigate The Complex to recover numerous items from resource boxes dotted around the level.

## Description

The goal for this objective is for players to explore each zone and acquire a quota of items located in containers. Often, these items are scattered across multiple zones and players will need to explore to meet this objective. Players cannot initiate extraction until the required number of items are collected.

In some instances, there will be more of the number of items than the objective requires, allowing the players to prioritise which zones they visit.

Once players obtain the required amount of items, an extraction scan will appear. Occasionally, gathering the last item will immediately trigger an extraction alarm.

## Gatherable items

* Personnel ID
* Partial Decoder
* GLP-1 Canister
* HDD
* OSIP Hormone
* Plant Samples
* Data Cube
* GLP-2 Canister

## Gallery

* Personnel ID found in a resource box
* Partial Decoder found in a resource box
ALT://R4D1

## Objectives

 **Main:** Reactor Startup

1. Reach the Reactor in Zone 62 and initiate the startup sequence.
2. (Optional) Collect the Bulkhead Key in Zone 67.
3. (Optional) At this point you can choose to enter the secondary objective.
4. Go back to the entry point in Zone 60 and extract.

Reactor Phases

 **Secondary:** Terminal Command

1. Use a Bulkhead Key and the Bulkhead Door Controller in Zone 60 to open the Door to Zone 368.
2. Make your way through Zone 369 into 370. *Zone 369 contains 1 Mother and Zone 370 contains 2 Mothers among other enemies.*
3. Enter Zone 370 and enter the command `SPFC_REACTOR_A42_LINE_7_TRUE` into the terminal.

## Resources % per Zone

* Main Objective Zones
* Secondary Objective Zones

*(May vary slightly)*

*(May vary slightly)*

 **370** | 80 | 120 | 80
HDD

## Description

HDDs (Hard Disk Drives) are small objective items found within the Complex, meaning they are not found in missions where they are not being retrieved. They are a possible item for the Gather Items objective.

They seem to contain comprehensive research data and are found in lockers and boxes or sitting on shelves.

## Gallery

* HDD found in a locker
* Closeup picture of HDD
Collection Case

**Collection Cases** are an objective item found in specific expeditions. These cases can be used for progression through an expedition.

## Gameplay

Collection cases are large items that need to be carried by a team member. When carried, the case 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

The company name of HeliForm is written twice on the top of the case, in addition to the following text:

```
HLI-SEDATIVE HSU
PROPERTY OF HELIFORM INDUSTRIES
SERIAL 50279 353228
```

When querying these cases at Terminals the full name "*Hydrokinetic fluid Collection Case*" is displayed.

Hydrokinetic fluid appears to be essential in preventing severe side-effects during hydrostasis revival.

## Gallery

* Collection case carried by a player

1. ↑ this log
Checkpoint

**Checkpoints** are an optional gameplay mechanic which allows the players to restart their expedition from a specific checkpoint upon failure, instead of having to restart the entire expedition. Checkpoints are saved upon completing a special bioscan with a icon sprayed security door. Checkpoints were introduced in Rundown 6.0, when GTFO released from early access.

## Description

During a expedition, prisoners will come across certain security doors with a recognizable green icon sprayed on them. The location of checkpoints are in fashion with security doors placed at specific locations and do not change. Checkpoints can be found on small and large security doors. Apex Doors may also have a checkpoint scan. Checkpoints do not appear on normal, closable doors.

Checkpoints are optional. If a team completes a expedition with the use of a checkpoint, the green checkpoint icon will be displayed on the results screen.

## Creating a checkpoint

To save a checkpoint to return to in the case of failure, a checkpoint scan needs to be completed. The checkpoint scan is similar to a full team bioscan, requiring all four players to complete.

Any alarm, key, generator and/or lockdown needs to be solved first before the checkpoint scan becomes available.

Once a checkpoint scan is completed, the security door will open. Allowing prisoners to continue their expedition while also creating a point of return in case they fail.

When a new checkpoint is reached, the previous checkpoint will be overwritten. This occurs for every checkpoint.

## Returning to a checkpoint

Normally, in the event a game over screen is reached, prisoners must be sent back to the lobby. When a checkpoint is reached however, a second option appears, allowing a team to return to the last checkpoint. *Starting from a checkpoint will be reflected on the results screen*.

### Elements saved

The following data is loaded when returning to a checkpoint:

* Prisoner:
	+ Health
	+ Infection
	+ Ammo
	+ Pulse
	+ Holding any objective item
		- **DO NOT CARRY AN OBJECTIVE ITEM DURING A CHECKPOINT SCAN**. There is a known bug which may make it impossible to drop the objective item upon reloading a checkpoint.
* Environment
	+ Opened/Closed doors
	+ Locked/Unlocked containers
	+ Active Error Alarms
* Enemies
	+ Position
	+ Alert state (Sleeping)
	+ Hordes
* Objective(s)
	+ Obtained key items
	+ Sector progress
	+ Main objective progress

## Gallery

* An apex door with the checkpoint icon sprayed on.
* The game over screen, with the option to return to last checkpoint
Boring Springs Saloon

The **Saloon** is located on the Main Thoroughfare of The Town of Boring Springs.

## Items

* A hat from the Hats box by the bar, either a four-gallon hat‎, barely-enchanted hat, or a floppy derby, depending on whether you are a Cow Puncher, Beanslinger, or Snake Oiler.
* A nasty ring, in the spittoon in the bar.
* A can of weak fungicide, from the bartender, if you agree to kill the goblin in the basement.

* A bottle of "Nurse" brand whiskey in the basement.
* A copy of Boring Springs Gazette Apr. 20 1895 in the basement.

## NPCs

* Crazy Pete
* Susie Cochrane
* Gary the Goblin

## Quests

* Return the lost mugs to the bartender for 25 Meat each.
* Deal with the goblin.
	+ Kill the goblin in the saloon basement for 200 Meat and 3 xp.
	+ Alternatively, acquire Goblintongue and talk to Gary. You will be unable to complete the quest for the bartender but can take him with you when you leave town.
* Recover Susie's Rifle
	+ Talk to the bartender, then talk to Susie Cochrane at the bar. Visit the Boring Springs Boneyard then ask her about the grave to unlock The Cochrane Ranch.
	+ Visit the ranch and fight the Pyrobove in the basement to get to the safe. Take Susie's rifle back to her.

## Meat

* 7 meat from trading a shiny rock to Crazy Pete in the bar.
* 73 meat from trading an unrefined Meat nugget to Crazy Pete in the bar, and unlocks the Hard hat in the mine.

## Mad Libs

Talking to Crazy Pete give a different response each time. For example, *Ding-dangit, there's a varmint in my biscuit-barrel!*

* I been minin' these mountains longer'n a [DARN] [HUSTLER] can [CRAZY ACTION]!
* [SALUTATION], some [DARN] [SCOUNDREL] [HURT ME]!
 [CRAZY ACTION]
* count the stars!
* dance a hornpipe!
* remember momma!
* scream the solo!
* take a message!
 [CREATURE]
* ghost
* goblin
* hole
* horn-toad
* leprechaun
* rock
* scorpion
* spider
 [DARN]
* Blasted
* Boondoggled
* Claim-jumpin'
* Cotton-pickin'
* Dag-nabbed
* Dagnab
* Dern
* Dirty
* Dirty-dealin'
* Double-crossin'
* Fork-tongued
* Four-flushing
* Frog-toed
* Furshlugginer
* Goldang
* High-heeled
* Hob-nailed
* Jim-jammed
* Left-handed
* Lily-livered
* Metal
* No-good
* Razza-frazzin'
* Sidewindin'
* Slam-jammered
* Stickle-backed
* Thistle-whiskered
 [HUSTLER]
* corndog
* hop-frog
* mule
* raccoon
* rock skunk
* saloon Jimmy
* sandpiper
* shuffle munchkin
 [HURT ME]
* drank my whiskey!
* drew a mustache on my mule!
* grizzled my frizzle-frazzle!
* jumped my claim!
* poisoned the pickle barrel!
* punched me in the onions!
* sank my battleship!
* sapped my flapjack!
 [POSSESSIONS]
* bedroll
* biscuit-barrel
* boot
* chaps
* meatpouch
* rattle patch
* saddlebag
* sleepin' hole
* tent
* trousers
 [SALUTATION]
* Consarnit
* Dadgummit
* Dagnabbit
* Ding-dangit
* Gadzooks
* Godfrey Daniels
* Horsefeathers
* Tarnation
 [SCOUNDREL]
* goblin
* hornswoggler
* horse-thief
* machine
* rattlesnake
* scab-shangle
* scallywag
* sidewinder
* snake
* so-an'-so
ALT://R4C2

## Objectives

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

 **Main:** Gather Items

1. Collect 15 GLP-1 Canisters in Zone 8, 9, 10, 11, 12, 13, 14 and 15 (a total of 20 can be found).
	1. To enter Zone 8, find the colored Key in Zone 12.
	2. To enter Zone 15, find the Power Cell in Zone 13.
2. (Optional) Collect the Fog Turbine in Zone 11.
3. (Optional) If you want to go for any bonus objectives, you will need to collect the Bulkhead Key in Zone 12.
4. Go back to the entry point in Zone 7 and extract. *Entering the extraction scan causes an extraction alarm to start. If you want to complete any optional objectives it is recommended to stay away from the extraction scan until you are ready to leave.*

 **Secondary:** Gather Items

1. Use a Bulkhead Key and the Bulkhead Door Controller in Zone 11 to open the Door to Zone 53.
2. Collect the Bulkhead Key in Zone 53.
3. (Optional) At this point you can choose to enter the overload objective.
4. Enter Zone 55 **and/or** 56 to retrieve 2 Personnel IDs.

 **Overload:** Retrieve Item

1. Use a Bulkhead Key and the Door Controller in Zone 54 to open the Door to Zone 241.
2. Find the Datasphere in Zone 241 and bring it with you to the entry point in Zone 7. *Picking up the Datasphere will activate an error alarm, spawning 6 Shadows every ~10 seconds for the rest of the expedition.*

## Resources % per Zone

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

*(May vary slightly)*

*(May vary slightly)*

 **56** | 80 | 80 | 60

*(May vary slightly)*
C-Foam Tripmine

Max charges | 1

The C-Foam Tripmine is a consumable added into the game in Rundown 004.

## Usage

The C-Foam Tripmine is similar to a normal Explosive Tripmine, however instead of exploding and damaging enemies, it spews globs of C-Foam in a large conical area for roughly five to seven metres. Also unlike the normal mines from the Krieger 04 Mine Deployer and Explosive Tripmine, it has a blue line of light emitting from it.

## Tips

The C-foam tripmine can instantly freeze any enemy caught within its blast, including all boss enemies. This can allow the team extra time to focus fire on the enemy while it is immobilized. This is especially effective against the Mother and Big Mother, as when they begin to spawn babies they will momentarily stand still, allowing a tripmine to be placed under them and freeze them.

It can be used to reinforce a door by placing it facing towards the door and shooting it once. If there are no walls close enough, a staircase could be used to angle the mine upwards a bit. This way the C-Foam will be launched in an arc and will potentially still reinforce the door, although it oftentimes doesn't work as the spread of the foam is too wide.

## Gallery

* C-Foam Tripmine placed on a wall
* C-Foam Tripmine as found in a box
ARCHIVE003 Log Comparison

The following article lists the differences between logs in ARCHIVE003 and similar logs from GTFO as computed using a text comparison algorithm (see Notes for more information.)

## Rundown 003

### MAIL\_LF\_CD-387.LOG - MAIL\_LF\_CD-387.LOG

```
D-Lock Block Cipher

Sender:    Lance Ferguson
Receiver:  Cameron David
Date:      September 25 2050
Subject:   Mining dust solution

Cameron,

I heard you had some problems with fine dust in your mining quadrant. I put some extra repellers in zone 508, hope it'll get rid of some of yoK=11 ~~[Corrupted]~~

```

## Notes

Text comparison are performed using diff-match-patch using logs of similar length. Changes affecting only whitespace or punctuation are ignored. These comparison do not include the contents of audio logs.

(This article was last generated on January 22, 2024)
Kovac Defense Services

**Kovac Defense Services** (KDS) is a global military contractor and private security company. KDS provides security within The Complex, with the provisioning of security operatives and Biocom.

"*Kovac*" is occasionally misspelt as "*Kovak*."

## Description

KDS is one of the most important companies in GTFO. According to the copyright date in the "One Year in Early Access Anniversary" video found on Twitter, KDS was founded in 2009.

They provided their services to multiple of the Fortune 500 companies as well as several "less-than-democratic governments". They also own multiple "correctional facilities" in countries like the USA, Russia, Saudi Arabia and Brazil with questionable detention methods. KDS also operates their own research department called Kovac Research, which invented the HSU technology we see in game. The human experiments that have been carried out for this research *most likely* made use of unwilling test subjects.

With this technology to prevent the crew from aging and large donations to the ESA (European Space Agency), the first manned mission "Red Alpha" to Mars was launched in 2035. This mission failed horribly in 2044 when the ship crash landed on the surface of Mars, after multiple incidents on board, the last one being the ignition of the primary propulsion engines, to propel the ship on a crash course with the planet. At the same time, a platform called "InfoLeak" published information about the side effects of the Hydrostasis technology, notably the effects on the long-term memory of the subjects.

At some point in the second half of 2050, KDS was hired by the Santonian Strategic Investments Company to both keep the area at the surface secure and also to help with the protection of their internal information. At later points, KDS had even more influence in the Complex, with their own secure area, which was entirely off limits for the workers of the Santonian Mining Company. They also installed a system called Biocom (**Bio**genesis **C**ombat **O**perations **M**anagement system) in 2052 along with the construction of multiple storage facilities for more than 32.000 HSUs and the KSOs (Kovac Security Operatives) inside them. KSOs are conditioned, trained and manipulated to serve as the perfect private army. They can't question their orders, let alone disobey them and are treated like robots.

## Relevant Logs

*Listed below are some of the most relevant logs concerning KDS, they also served as the main source for the "Description" section.*

* EBDT-TYUF965.LOG - Basic information and ESA cooperation
* 85NP1.LOG - Kovac Research HSU technology breakthrough
* LFT-007-GRK - Failed Mars mission and HSU side effects
* 56E-ZZ4-SAS - BIOCOM functionality
* DLBC-EXPR-10JD - Data protection through KDS
* DGV-788-OMG - Growing influence in the Complex
Drekker Del P1 Precision Rifle

The **Drekker Del P1 Precision Rifle** is a fully automatic, long range, marksman weapon that occupies the special weapon slot and was added in Rundown 7.0.

## Description

The Precision Rifle is a slow firing automatic weapon with low recoil that has the ability to one shot both Strikers and Shooters to the head. It allows for the ability to easily pick off weaker enemies from a distance, before they are able to reach you.

The Precision Rifle also sports a long range thermal scope, that will highlight heat emanating objects and material through darkness and fog. Its most practical use is highlighting both players and sleepers.

While being a powerful weapon, the filter on the thermal scope can make it difficult for players to consistently hit shots at long ranges, and the small area of zoom on the screen makes it challenging to track fast-moving enemies. Additionally, the weapon model creates a blind spot at the bottom of the screen, allowing some melee units to approach the wielder without knowing.

## Tips

* The Precision Rifle excels at killing Scouts, as its reach and thermal scope allows for accurate and consistent targeting of both Scouts and Shadow Scouts, and the precision multiplier allows it to kill them with a single headshot. Charger Scouts can also be killed with 3 shots to the back.
* The Precision Rifle is an automatic weapon, and will keep firing if the fire button is held. Remember to release the fire button after each shot (unless you know what you're doing), so you can avoid wasting ammo.

## Trivia

* The Precision Rifle is one of the only two weapons in the game to have above a 1.0x precision multiplier, the other weapon being the Köning PR 11 Sniper.
* The Precision Rifle is one of two weapons added in Rundown 7.0 to include the new thermal scopes, the other weapon being the Accrat STB PDW. However, whilst the PDW's thermal scope appears more like a traditional thermographic camera image, the Precision Rifle's thermals only shows the world in various shades of red.

## Gallery

* First person view
* Thermal scope view
GLP-2 Canister

**GLP-2 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

When queried at a Terminal, GLP-2 Canisters are described as a "Glucagon peptide hormone mk 2".

They seem to be an advanced version of the GLP-1 Canister.
Flashlight

The **Flashlight** is a gameplay mechanic that is used to provide illumination throughout The Complex. The player can toggle their flashlight (default F key.) Whilst a flashlight helps players navigate, it also disturbs Sleepers, potentially waking them if the light is not quickly turned off.

The brightness and appearance of a flashlight differs depending on the weapon or Long Range Flashlight that the player is holding. As such, different weapons will alert or wake Sleepers at different ranges. The flashlight range does not correspond to the weapon's effective range. If the player is not holding a weapon, they will use their headlamp.

Scouts are the only sleeper not triggered by flashlights.

Conversely, Spitters are most effectively deactivated using the flashlight, at the risk of alerting nearby sleepers.
Cryogenic Case

**Cryogenic Cases** are objective items found in specific expeditions and are the target of the Retrieve Item objective.

## Gameplay

Cryogenic Cases are large items that need to be carried by a team member. When carried, the Cryogenic Case 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

When querying cases at a Terminal, the following information is revealed:

```
Cryogenic Case (Insulin-like growth factor I, protein).
```
ALT://R4E1

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

## Objectives

 **Main:** Distribute Powercells

*From the beginning of the expedition, there will be an error alarm spawning a Tank every 4 minutes, with the first one spawning after 15 seconds. To turn off this alarm, insert the Power Cells into the Generators in Zone 458. At the same time, Fog will slowly be lowered while this Error alarm is active. After deactivating the alarm, the Fog will be lowered a fair amount, stop moving and turn infectious.*

1. Take the 2 Power Cells you are given at spawn to the Generators in Zone 458.
2. Enter Zone 459 and collect a Bulkhead Key and a Fog Turbine.
3. (Optional) At this point you can choose to enter the secondary objective.
4. Use a Bulkhead Key and the Bulkhead Door Controller in Zone 457 to open the Door to Zone 460.
5. Collect the colored Key in Zone 461 to unlock the Door to Zone 462.
6. Make your way to Zone 463. *This Zone will contain a Tank and Big Mother.*
7. Enter Zone 464 and extract. *Opening the door to Zone 464 starts an error alarm, and prisoners will have to fight them off as they extract.*

 **Secondary:** Reactor Startup

1. Use a Bulkhead Key and the Bulkhead Door Controller in Zone 455 to open the Door to Zone 510.
2. Reach the Reactor in Zone 511 and initiate the startup sequence.
	1. To enter Zone 517 you need a Power Cell from Zone 515.
3. Collect the Bulkhead Key in Zone 516.

## Resources % per Zone

* Main Objective Zones
* Secondary Objective Zones

*(May vary slightly)*

*(May vary slightly)*

## References

1. ↑ WIOGL56.LOG
2. ↑ HZW-8JK-LTT
GTFO Wiki/Bottom section/test

This is a testing/sandbox page for the front page 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
Anders Svärd

ANDERS SVÄRD

*Character Artist / The Baking Nightmare Conjurer*

 Trivia | Character Artist / The Baking Nightmare Conjurer

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

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

*I always wanted to make my way into the game industry as an artist, so after a couple of years in traditional art schools, focusing mainly on sculpture but also oils and illustration, I ended up as a character artist.*

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

*After some time off from the industry, I heard about my friends starting a collective so I approached them to see whether they needed more people on the team. One thing led to another and here I am.*

## Released Games

- Payday: The Heist (2011)

- Payday 2 (2013)
Henrik Anréus

HENRIK ANRÉUS

*Sound Master / Level designer wunderkind / Sambal Oelek aficionado*

Henrik Anréus

Henrik Anréus

 Trivia | Sound Master / Level designer wunderkind / Sambal Oelek aficionado

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

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

*I have been working as an acoustician for a long time.*

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

*Drink coffee, put on headphones, listen to sounds, get tired of listening to sounds, love it and do it again next day...*

## Released games

- Bionic Commando Rearmed (2008)

- Terminator: Salvation (2009)

- Wanted: Weapons of Fate (2009)

- Bionic Commando (2009)

- Lead and Gold: Gangs of the Wild West (2010)

- Bionic Commando Rearmed 2 (2011)
Daylight Mission

The **Daylight Mission** was a sub-plot concerning a *World Health Organization* (WHO) expedition to locate the source of the NAM-V pandemic. The story of which is told through logs found throughout The Complex, and establishes into lore how NAM-V was able to escape the confines of Garganta.

This sub-plot is only present in the ALT timeline.

## Plot

Daylight Mission, and its Operations Lead, Matthew Aaron, were introduced by their first broadcast on April 28th, 2057 after the team were transported from Tampa, Florida to the abandoned port of Progreso, Yucatán by the remnants of the Cuban military. During the broadcast, Aaron details stories of the Cuban soldiers engaging with "chichiricu," a highly aggressive creature which "disappear before their corpses can be recovered." This broadcast was received by the WHO, but it is not apparent if further transmissions had been received.

The expedition left for Garganta on April 29th and arrived around May 17th, 2057. Upon arrival in Garganta, the Aaron broadcasts and details the structure and environment, having had descended to the sea floor without the Cuban military. The expeditions attempts to locate medical records are complicated by Biocom's security. The team also describes the sound of winches and motors.

On June 12th, 2057, Aaron broadcasts a message indicating that the expedition had found "patient zero" — a 33 year old male employee of Santonian Mining Company and member of Project Insight. Patient Zero had fled Garganta on 28th December, 2052 and "made it as far as Florida," the location of the first cluster in January, 2053. However, the expedition was unable to access any further records due to network segmentation, and likely attempted to proceed further below 300 meters.

Shortly thereafter, the expedition encounters WRDN whilst attempting to download the medical database and are killed by the prisoners sent by The Warden.

## Notes

The mention of "chichiricu" is one of the only reference to sleepers, as witnessed within The Complex, in the outside world. Otherwise, it is assumed that only NAM-V had escaped, not the parasite.

## References

1. ↑ #57H-K78-EVR
2. ↑ #76H-S3Q-156
3. ↑ 3.0 3.1 #FCL-K5E-2BG
4. ↑ 4.0 4.1 #7JR-T7U-780
5. ↑ Rundown 8.0 Logs
6. ↑ Rundown 8.0 Logs#WKH-N2E-TAZ