recursal/Fanatic-Fandom huggingface dataset:
ALT://Rundown 3.0

**ALT://Rundown 3.0 The Vessel** was released on March 2nd, 2023 at 01:00 PM CEST.

## Summary

The goal of Rundown 3 was to process the Neonate HSU (the titular 'vessel') which was retrieved from the 'crib' (a centralized and highly protected area filled with Neonate HSUs) at the end of Rundown 2. The first step was to take it to the Neurogenic Cardiac Resuscitationer in A1, and using that to bring the HSU back online. The next step was found in layer B of this sector, but the power was out (which would have complicated matters somewhat), meaning that the prisoners needed to reactivate the reactor, which was conveniently located in Layer A. But, as the reactor was full of infectious fog, the prisoners first needed to power up a generator cluster in A2 to turn on the centralized air purification system. Now that the infection was clear, they could make their way to A3 to restart the reactor - bringing power back to layer B. In B1, multiple uplinks were created to retrieve the protocols for neural imprinting (used later). In B2, the prisoners depressurized the neonate, opening it up for the neural imprinting procedure retrieved in B1, and also had their first encounter with a Mother. However, the warden's sample of the DNA that was going to be imprinted was actually corrupted, so the prisoners were sent back down to re-retrieve this DNA from the source in C1. Finally, the neonate was imprinted with the protocol from B1 and DNA from C1, allowing it to be connected to the Neural Frame. The prisoners were sent to connect the imprinted neonate to the Neural Frame in D1 (where it presumably remains to this day), before fighting a Big Mother, and finally escaping to Sector 4.

## Logs

**ALT://Rundown 3.0 Logs can be found here: ALT://Rundown 3.0 Logs**
ALT://R4A1

The expeditions title, *cytology*, refers to the examination of a small number of cells for a diagnosis, including amongst other conditions, infectious organisms.

## Objectives

 **Main:** Gather Items

1. Search Zones 33, 34, 35 and 36 for 6 HDDs. You will **always** eventually have to enter Zone 35 to collect all 6 required HDDs (each Zone containing 0-4, with a total of 8).
2. Make your way to Zone 36 to collect the Bulkhead Key.
3. (Optional) At this point you can choose to start the secondary objective.
4. Enter Zone 35 to collect the remaining HDDs.
5. Go back to the entry point and extract.

 **Secondary:** Establish Uplink

1. Use the 2 Power Cells in Zone 61 to open the Security Doors to Zone 62 and 63.
2. Establish uplinks with the correct terminals in Zone 62 and 63.
3. Collect the Bulkhead Key in Zone 61 to complete the main objective.

## Resources % per Zone

* Main Objective Zones
* Secondary Objective Zones

*(May vary slightly)*

 **36** | 40 | 60 | 40

*(May vary slightly)*

 **63** | 40 | 60 | 40
ALT://R5C3

## Objectives

 **Main:** Establish Uplink

1. (Optional) Enter Zone 373 for extra resources.
2. Make your way to Zone 377.
3. Establish 2 external uplinks with the correct terminals in Zone 377. *One of the required terminals will have to be unlocked with a password from a Terminal in Zone 378. Establishing both uplinks will unlock the Bulkhead Door to the secondary objective. It will also initiate an error alarm, spawning 3 Giants every ~90 seconds until the end of the expedition (or until you progress with the secondary objective).*
4. (Optional) At this point you can choose to start the secondary objective.
5. Return to the entry point in Zone 371 and extract.

 **Secondary:** Process Item

1. Enter Zone 415 and retrieve the Datasphere.
2. Enter Zone 417 **or** 418 and collect the colored Key to unlock the Security Door to Zone 419.
3. Insert the Datasphere into the NFrame in Zone 419.*This will turn off all lights in the expedition and stop the previous error alarm. After a few seconds it will start a new error alarm spawning 15 Strikers/Shooters that are respawned after a few seconds, until the end of the expedition.*
4. Remove the Dataphere from the NFrame and carry it to extraction.
5. Return to the entry point in Zone 371 and extract with the Datasphere.

## Resources % per Zone

* Main Objective Zones
* Secondary Objective Zones

*(May vary slightly)*

*(May vary slightly)*

 **419** | 160 | 60 | 40
ALT://R3A3

## Objectives

 **Main:** Reactor Startup

1. Enter Zone 430 and start the Reactor sequence.
2. Survive the Reactor sequence.
3. Go back to the entry point in Zone 428 and extract.

The doors to Zones 431-434 will only become openable when the objective to get a code from that particular zone activates.

## Enemy Types

*\*Only spawn during the reactor sequence.*
Drekker Pres MOD 556 Rifle

The Drekker Pres MOD 556 Rifle is a semi-automatic rifle filling the main weapon slot, it debuted in Rundown 003 as a rundown specific weapon, and was permanently added in ALT://Rundown 3.0.

## Gameplay

The rifle is a medium to long range weapon, and its accuracy and damage reflect this. Sporting a green-dot sight, encounters with this rifle will be preferred at longer ranges, where it's recommended to aim for headshots. It is capable of breaking the heads of Strikers with a single shot, forcing a stagger, during which the two killing follow up shots can easily be landed. It is also capable of two-shotting Shooters to the head.

It has a higher rate of fire and reload speed compared to the TR22 Hanaway DMR at the cost of damage per shot and range. It has a similar (slightly higher) damage per shot to the Shelling S49 Pistol with substantially more range, but suffers from a smaller maximum ammo pool (in turn causing the Rifle's total damage to be lower than that of the pistol), 1 less bullet in the magazine, and a longer reload time.

## Trivia

* The Rifle is one of the few non-shotgun weapons in the game to have above a 1.0x stagger multiplier.

## Gallery

* First Person View
* Aim Down Sights
Key

Keys (not to be confused with Bulkhead Keys) are objective items that spawn in resource containers in specific areas during an expedition. They come with a random color and number prefix (ex: KEY\_BLUE\_123).

They are used to unlock security doors. When a key is picked up, the player who picked it up will be the only one able to use it on doors. If the player holding the key leaves the game, the key will drop on the floor of where they were when they left. Keys can be tracked down using a terminal. The zones that they unlock the doors to will usually lead to something that will progress the expedition or to a room with extra resources.

As of Rundown 6.0, querying keys at a Terminal will display the zone where the key can be found, as well as the zone that is unlocked by that key in the HUD at the top left, beneath the warden objective text.

* A closeup of a key
* A closeup of a key in another color
ALT://R4C3

## Objectives

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

 **Main:** Retrieve Item

1. Collect the Bulkhead Key in Zone 148.
2. Enter Zone 149 **or** 150 to collect the colored Key.
3. (Optional) At this point you can choose to enter the overload objective.
4. Enter Zone 151.
5. (Optional) At this point you can choose to enter the secondary objective.
6. Use a Bulkhead Key and the Bulkhead Door Controller in Zone 151 to open the Door to Zone 152.
7. Enter Zone 154 **or** 155 and collect the colored Key.
8. Retrieve the Fog Turbine in Zone 153.
9. Go back to the entry point in Zone 148 with the Fog Turbine and extract. *Entering the extraction scan causes an extration alarm to start.*

 **Secondary:** Activate Generator Cluster

1. Use a Bulkhead Key and the Bulkhead Door Controller in Zone 151 to open the Door to Zone 264.
2. Enter Zone 265 and 266 and retrieve 2 Power Cells.
3. Deliver the Power Cells to the Generator Cluster in Zone 264. *Inserting the first Power Cell will lower the fog. The 2nd Cell will raise the fog; the fog will also no longer inflict Infection.*
4. Collect the Bulkhead Key in Zone 267.

 **Overload:** Retrieve HSU

1. Use a Bulkhead Key and the Door Controller in Zone 148 to open the Door to Zone 320.
2. Retrieve the Power Cell in Zone 320.
3. Enter Zone 321 **or** 322 to reach the correct HSU. *Completing the teamscan at the HSU will activate an error alarm, spawning 4 Chargers every ~45 seconds for the rest of the expedition.*
4. (Optional) If you are doing the overload before the secondary objective you can bring the extra Power Cell from your HSU Zone (321/322) with you. This would mean you can skip Zone 266 in the secondary objective, since you only need 1 extra Power Cell.
5. Enter Zone 323 and collect the Bulkhead Key. *The Blood Door leading to this Zone will spawn in a Tank.*

## Resources % per Zone

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

*(May vary slightly)*

*(May vary slightly)*

*(May vary slightly)*
ALT://R5D2

**ALT://R5D2** is the second D-Tier expedition in ALT://Rundown 5.0.

## Objectives

 **Main:** Reactor Startup

1. Spawn in **Zone\_280** and make your way to **Zone\_282**.
	* Note: **Zone\_281** is a respawn zone consisting of many Giants and Scouts. ***ALL** enemies inside this zone will respawn. Your team will need to pass through this zone after the reactor is started to obtain the 3rd password for the reactor.*
2. Locate the Colored Key Card in **Zone\_283** to open **Zone\_287**.
3. Open the Security Door to **Zone\_282** (Class V Mixed Alarm)
	* Note: The alarm scan for this door will only spawn Giants, Hybrids, and Big Shooters.
4. Use a terminal to locate a power cell in either **Zone\_284** or **Zone\_285**, and use it to power the door to **Zone\_283** (Class X Mixed Diminished Alarm).
	* *(Optional) Players can head inside of **Zone\_284** or **Zone\_285** to collect additional resources.*
5. **Zone\_283** will contain multiple scouts, a Mother, and plenty of Strikers. Locate the Key card inside of this Zone.
6. Return to **Zone\_280** and enter **Zone\_287**. *Be cautious walking through the respawn **Zone\_281**.*
7. Use `Reactor_Startup` on the reactor terminal found inside of **Zone\_288** to begin the reactor startup sequence.
	* There will differing waves of enemies during each of the 4 reactor sequences:
		+ **Wave 1**: Strikers, Shooters, Giants, Hybrids
			- Code found inside Terminal in **Zone\_289**
		+ **Wave 2:** Strikers, Shooters, Giants, Hybrids
			- Code found inside Terminal in **Zone\_290** *(Found in **Zone\_289**)*
		+ **Wave 3:** x9 Strikers / Shooters, 1 Hybrid
			- *(This wave timer is exceptionally short (0:20s), it is designed to fail multiple sequences resulting in the team fighting this wave multiple times while attempting to acquire the pass code.)*
			- Code found inside Terminal in **Zone\_286** *(Found in **Zone\_281**).*
		+ **Wave 4**: x3 Tanks
			- Code appears at top of the screen.
8. Retreat to **Zone\_293** and Extract. (Silent Extraction)\

## Enemies

Shooter, Big Shooter, Striker, Giant, Hybrid

Shadow, Big Shadow

Charger Scout, Scout

Mother

Tank

Cocoon

*This article is a stub. You can help GTFO Wiki by expanding it.*
ALT://R3D1

The expeditions title, *Bianhua* (变化), refers to Daoist and Chinese Buddhist concepts of metamorphosis and reincarnation and likely a reference to both the preparation of the Neonate HSU over the course of the previous expeditions and the sleepers themselves.

## Objectives

 **Main:** Process Item

*From the beginning of the expedition, there will be an error alarm spawning 4 Strikers or 3 Strikers and 1 Giant every 45 seconds. To turn off this alarm, insert the Neonate HSU into the nFrame in Zone 397.*

1. Enter Zone 389 **or** 390 and collect the colored Key.
2. Unlock the Security Door to Zone 391 and make your way to Zone 397 with the Neonate HSU.
3. Insert the Neonate HSU into the nFrame in Zone 397 to turn off the Error alarm. *This will spawn an active Mother and while it technically doesn't need to be killed, it is still heavily advised.*
4. (Optional) Aquire the Fog Turbine in Zone 397.
5. Make your way to Zone 394 and deal with the Big Mother. *Once again, it's techincally not required to kill this enemy to finish the expedition.*
6. Enter Zone 395 and extract. *Opening the Blood Door to Zone 395 will spawn an unusually large amount of active Strikers and Shooters.*

## Enemy Types

*\*Big Mother only in Zone 394. Mother only spawns after inserting the Neonate HSU into the nFrame. Chargers, Big Chargers, Charger Scouts and Hybrids only in Zone 392.*
Disinfection Pack

Max charges | 5

Disinfection packs are resource packs found within resource lockers and boxes. They have a blue, yellow and white colour pallet. Their appearance is that of a bag with a screw on cap for release.

They will remove 20% infection when used on yourself or teamates.

## Usage

To use on a teammate:

> Walk up to a teammate while holding the Disinfection Pack, and when the prompt "use on [teammate's name]" shows up, press down the interact button until the interaction bar fills in completely. When you've used a charge of the Disinfection Pack, you will have removed 20% of infection from your teammate.
>
>

To use on yourself:

> While holding the Disinfection Pack, hold down the interact button until the interaction bar fills up completely. When you've finished using the pack, you will see liquid pouring the infection off of your face and the removal of 20% infection.
>
>

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

## Trivia

While Ammo and Tool Packs are both affected by 'supply efficiency', Disinfection Packs do not benefit from 'med. efficiency' bonuses like Medical Packs do.

## Gallery

* Disinfection pack found within a box
* First person view
* Visual effect of using an Disinfection Pack
Hacking Minigame

The **Hacking Minigame** is a gameplay mechanic that is initialized when the player attempts to open an electrical lock on a door or container.

## Hacking

To succeed at the hacking mini-game, the player must click *(attack button)* while the highest point of the "wave" is on the blue area. See Phase 1 *(below)*, where the highest point of the "wave" is on the blue are, but in Phase 2, and 3 *(again, see below)*, the wave is not on the blue area.

The "wave" goes from left to right in a metronome-like fashion and does not speed up or slow down throughout the phases, or the time spent hacking.

Players must complete this task three times in succession. Each time the player success, the blue area will shrink and move. If the player makes a mistake (click on the red area), the player is returned to the previous phase, and the blue zone may move.

You can't fail the hacking mini-game currently, if you select the incorrect zone you will just go back to the previous phase, and you will keep beeping, which make a noise alerting the close-range Sleepers.

After Phase 3, you'll succeed at hacking the container, and you can proceed to open it.

*(Note: It will not automatically open, you have to open the locker by holding E/Inspect after you have finished hacking)*

Equipping Boosters with the effect "Hacking Skill" will either reduce or increase the difficulty of this mini-game by adding or removing blue bars.

## Gallery

* Resource Locker
* Resource Box
* Locked Container
* Locked Box
GTFO Wiki/Top section

Welcome to the Official *GTFO* Wiki
The official *GTFO* compendium by the players, for the players.
We are currently maintaining 2,633 pages (386 articles).

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

Content

How to play

Weapons

Tools

Characters

Objectives

Enemies

Consumables

Rundown

Logs

Boosters

Locations

Apparel
Charger Scout

Occurrence | Rare

The **Charger Scout** is an enemy variant of the Charger and the Scout. These variants have armored heads and patrol at a faster speed than the average Scout, making it more difficult to silently kill it. It made its debut in Rundown 005 in the B tier Overload objective.

## Appearance

The Charger Scout is almost identical in appearance and movement to that of a normal Charger, only featuring an abnormally large head. They sound the same as a regular Scout.

## Behaviour

The Charger Scout behaves similarly to a normal Scout, patrolling the room it spawns it, but moves more quickly than a normal Scout. If alerted, they spawn a horde of enemies. After screaming they will rush players to punch them.

## Strategies

Tactics remain the same as killing a regular Scout. It must be killed in a short span of time in order to prevent it from becoming invulnerable and calling a horde. It is recommended to measure the entirety of a situation before attacking it (which doors to keep closed, which areas to retreat to, etc.). Their erratic movement and pathing makes it a much more difficult foe to approach than its standard counterpart, especially in the presence of other sleeping enemies. In addition, the lack of a head damage multiplier makes two fully charged melee hits on the back or three fully charged hits anywhere the only surefire way to eliminate it silently.

### Stealth kill

* It takes two charged melee hits to the back to silently kill a Charger Scout before it alerts, thus coordination with your team is necessary. Someone with the C-Foam Launcher can make this task less risky, thus giving an additional five seconds to perform the kill. This can also be done when a Charger Scout's tendrils are extended, as there will be a small period after touching the tendrils where you can still kill it before it screams.
* Sprinting into a Scout's tendrils will alert it much faster than just walking into them, you can briefly sprint or shine your flashlight on it to force it to extend its tendrils and remain still to aim easier.

### Loud kill

* In some situations, it may be more desirable to shoot the Charger Scout rather than to attempt to stealth kill it and risk summoning a horde. However, due to the Charger Scout's high health and lack of a headshot multiplier, only weapons with high single shot damage (or exceptionally high DPS) will be able to kill the Charger Scout before it alerts. The Burst Cannon and Choke Mod Shotgun (when rapidly fired) are able to kill from the front, while weapons such as the HEL Rifle or the Sniper are able to kill with a single shot from behind.

### Mine Deployer

* Strategically placed mines from a Mine Deployer are an alternative to shooting the Charger Scout, however one mine is not enough to instantly kill, so two mines are required.

### Bio Tracker

* A Bio Tracker will mark Charger Scouts with a red triangle like any other enemy, making them easier to keep track of.
Bulkhead Door Controller

Bulkhead Door Controllers are special structures introduced alongside sectors in Rundown 004.

These structures are found in expeditions which feature Sectored Difficulty and are used to unlock Bulkhead Doors. Once a Bulkhead Key is found in the expedition it can be placed in a Door Controller to activate either one, two or three full team scans to choose from.

## Gallery

* Bulkhead Door Controller
* Example of different scan options
Legacy Melee

*This article is deprecated. It is advisable that you use another article*
**Melee**.
This page is about melee from Rundown Alpha to Rundown 005, not melee from Rundown 6.0 onwards.

## Differences to new Melee

Legacy melee weapons had the same stats as each other, the different types were simply cosmetic.

They function similarly to new Melee, with an uncharged swing, a charged swing and a shove.

## Attacks

### Basic Attack

Left-clicking on an enemy will perform a basic attack. It will not do as much damage as a charged attack. Killing a sleeper or hitting a surface may wake up nearby sleepers.

### Charged Attack

Holding left-click will charge up the weapon, filling the circle in the middle of the screen. A few seconds after it has been fully charged, it will automatically perform the attack. Releasing left-click at any time will also perform the attack. A charged attack does significantly more damage than a basic attack. Like the basic attack, killing a sleeper or hitting a surface may wake up nearby sleepers.

### Shove

Right-clicking on an enemy will perform a shove. Shoving will stagger most enemies and stop their attack for a short period of time. Shoving can also be used to cancel a charged melee attack. Shoving a sleeper will immediately wake it up, but it will not affect big sleepers. Shoving does not wake up nearby sleepers.

Players can also "Quick-Shove" by pressing whatever is bound as their "Melee", defaulted to "C". It will switch from whatever you have currently equipped outside of melee and perform a shove. When a melee weapon is equipped, it will just perform a normal shove.

## Trivia

Prior to Rundown 6, hitting the Occiput of either Strikers or Shooters with the Maul, Sledgehammer, Gavel or Mallet, would instantly kill them regardless of charge level. However, in Rundown 6.0, these melee weapons were retired and replaced with the Santonian HDH Sledgehammer.

As of Rundown 8.0, the four legacy melee weapons have been reintroduced, as reskins of the Santonian HDH Sledgehammer.

## List of legacy melee weapons

* Maul
* Sledgehammer
* Gavel
* Mallet

## Gallery

* Maul first person view
* Sledgehammer first person view
* Gavel first person view
* Mallet first person view
Floodways

The **Floodways** environment resembles overgrown sewerage and waste-water drainage facilities. It was added in Rundown 005. Floodways are one of the two Overgrown Environments which may be found within the same expedition — the other being the Gardens.

## Appearance

The Floodways contains some of the largest environments in The Complex, featuring bridges, water drainage, and smaller workshops and laboratories with grow beds. The area also contains various vehicles, including transport trucks, and KDS armoured vehicles. The Floodways provides reservoir, drainage of ocean water, and is vital to reactor cooling.

In contrast to all other environments, the Floodways contains many unique designs for typical elements — such as doors, ladders, and zone and area labelling. Given its volume, Terminals are often surrounded by additional lighting. Plants and moss can be seen covering large parts of the walls and floor. Some locations have a small layer of water covering the floor, resulting in special step sounds when traversing them.
Digsite

The **Digsite** environment features mining equipment and various tunnels. It was added in Rundown 002. Refinery is one of the three Mine Environments which may be found within the same expedition — the other two being the Storage and Refinery.

## Appearance

The Digsite contains large open excavation areas connected by smaller tunnels. Excavators, both mobile and stationary, as well as multiple Omneco mining drills decorate the environment. Most areas do not contain any panelling, exposing the rock surface and some areas contain natural rock structures and collapsed tunnels.
ALT://R5B2

## Objectives

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

 **Main:** Gather Items

1. Collect the Bulkhead Key in Zone 79.
2. (Optional) At this point you can choose to start the secondary objective.
3. Collect 9 GLP-1 Canisters in Zone 79, 80, 81, 82, 83 and 84 (a total of 13 can be found).
	1. To enter Zone 84, use a Bulkhead Key and the Bulkhead Door Controller in Zone 79.
	2. To enter Zone 81, use the Power Cell from Zone 84.
	3. To enter Zone 83, use the Power Cell from Zone 84.
4. Return to the entry point in Zone 79 and extract.

 **Secondary:** Establish Uplink

1. Use a Bulkhead Key from Zone 79 and the Door Controller in Zone 82 to open the Bulkhead Door to Zone 156.
2. Collect a colored Key in Zone 156 to enter Zone 157 **or** 158 and locate the correct Terminal to establish the first uplink.
3. Locate the correct Terminal in Zone 156 and establish the second uplink. *Completing both uplinks will inititate an error alarm, spawning 3 Strikers/Shooters every ~50 seconds until the end of the expedition. The Security Door to Zone 85 will also be unlocked.*
4. Collect the Bulkhead Key in Zone 85.
5. (Optional) At this point you can choose to start the overload objective.

 **Overload:** Gather Items

1. After completing the secondary objective, enter Zone 85.
2. Retrieve the Fog Turbine in Zone 85.
3. Use the Bulkhead Key from Zone 85 and the Door Controller in Zone 85 to open the Bulkhead Door to Zone 315.
4. Collect 5 OSIP Hormones in Zone 315, 316 and 317 (a total of 7 can be found).
5. Collect the Bulkhead Key in Zone 315.

## Resources % per Zone

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

*(May vary slightly)*

*(May vary slightly)*

*(May vary slightly)*
Locations

This page lists the **Locations** in *GTFO*.

## The Complex

Not much is known about the Complex.

The Complex is supposedly under the Chicxulub Crater, which was made by the asteroid that ended the dinosaurs.

The Complex is referred to as Garganta in various log files.

### Environments

There are various environments that can be seen throughout the Complex, each of them having distinctive characteristics and appearance.

Environment groups can be found in the same expedition, meaning, for example, players can see Labs and Datacenter in one map, but not mine or floodways environments.

#### Mine Environments

Mining areas are fairly similar but all of them have something particular to tell them apart.

* Storage - The Storage environment was a place where HSUs, cargos, equipments, and resources were stored.

* Refinery - The Refinery environment was a place where raw materials were brought up and refined.

* Digsite - The dig is the standard environment that looks like a dig site. Different tools like trucks and drills can be seen in the dig. It has walls which seem to be quite unrefined and are mostly made of raw stone.

#### Research Environments

Both Lab and Datacenter are the most high-tech areas in the Complex.

* Lab - The lab environment looks like a rundown lab with aesthetics that make it look like it was abandoned. The lab is unique in a couple ways as you can only find syringes in the lab levels.

* Datacenter - The datacenter environment features glass containers filled with unusable Dataspheres, unpowered androids, server racks and wiring on the walls.

#### Overgrown Environment

* Floodways - The Floodways environment looks like service and floodwater areas, without the water. Tunnels and pipes can be found and traversed.

* Gardens - The Gardens environment appears to be a sprawling Garden with overgrowth, broken pumpkins, and other flora. It is highly complex with a multitude of staircases and different levels.

## Other environments

* The ??? environment was added in Rundown 6.0 and the only environment to exist outside of The Complex.
Destination

**Destination**, or **???** as it is referred to within GTFO, is an environment that was added in Rundown 6.0.

As the official name of this environment is unknown, it is colloquially referred to as the **Destination**, **Destination Alpha** or **Red Alpha**. However "Red Alpha" can be misleading, as it is also the name of the failed mission to Mars in 2044.

## Background

**Destination** membrane was the destination of the EF01 mission in the original timeline. The prisoners are transported to the destination on numerous occasions throughout the rundowns. It is currently the only environment that is located outside of Garganta and apparently also the only one that can be found in combination with every other environment. The only way to visit this environment is via teleportation by either using a jump gate or picking up the Matter Wave Projector or Data Cubes. In R6BX and R6DX, players were instead transported after interacting with certain Terminals, either by finishing an Uplink or entering a specific command.

The exact time, location, and dimension of Destination is unknown. However, an encrypted log on the santonianindustries.com contained the exact coordinates for NGC 6302, the *Butterfly Nebula*. Since, at the time, there were no other important celestial bodies mentioned in the lore besides Mars, it is implied that this environment is located within the nebula.

There are a couple of named locations: *Alpha One*, *Alpha Two*, *Alpha Three* and *Alpha Six* which are most likely the names of outposts visited by the prisoners. Whenever the player is in this environment, the map is disabled and displays “Disconnected.”

Three new enemies can be seen originating from this environment, The Kraken, which attacks the players in *Alpha One*, and Flyers are first encountered in the *Alpha Two* location, and appear in *Alpha One* as well. In Alpha Three, Shockers appear alongside with Flyers and even regular enemies like the Striker.

## Inconsistencies

* It is not clear how regular sleepers, such as the Striker, are present in such large quantities, when the original mission team would have been quite small. The most likely interpretation is that these creatures are not human and native to the environment.

## Gallery

* (R6A1)
* Alpha Two (R6B1)
* (R6C1)
* Alpha One (R6D1)
* Top section of Alpha Three (R6BX)
* Bottom section of Alpha Three (R6DX)
* (R7B3)
* Alpha Six (R7C2)
Cargo

**Cargo** are an objective item that are found within specific expeditions and are required for the Retrieve Item objective.

## Gameplay

Cargo is a large item that needs 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

The purpose of the cargo the The Warden is not known. A Santonian Strategic Investments Company logo and small barcodes appears on the cargo. When queried at a Terminal, they are described as:

```
Santonian cargo crate
```

In R2A1, cargo contains:

```
pMOTHER Trial Samples
```

## Gallery

* pMOTHER sample on the ground
* Sticker close-up
ALT://R6C2

**ALT://R6C2** is the second C-tier expedition in ALT://Rundown 6.0.

## On Spawn

After being dropped off by the elevator, you will be given a cargo with 3 Power Cells. You will spawn in **Zone\_116**.

## Objective

 **Main:** Distribute Power Cells From The Elevator Cargo Container To 3 Generators in Zones 121, 122, 125.

* Carry all 3 power cells with you to **Zone\_119**. *(OPTIONAL)* Find a Fog Turbine in **Zone\_119**.
* [CELL 1] Open the Bloody Door to **Zone\_121** and place a cell in the generator found within the zone.
	+ This will cause the fog to rise indefinitely throughout the instance.
* [CELL 2] Open the Door to **Zone\_122** and place a cell in the generator found within the zone.
* Open the door to **Zone\_123** (Class V Surge alarm). Once opened, it will be a **CHECKPOINT** scan.
* Enter `RESET_VENTILATION_SYSTEM` into the terminal inside of **Zone\_123** to stop the fog from rising and clear most fog from the expedition.
* Obtain the Bulkhead Key inside of **Zone\_123**.
* *(OPTIONAL)* Start the secondary objective.
* *(OPTIONAL)* Enter **Zone\_127.** There will be a disinfect station inside along with plenty of resources.
* Open the Bulkhead Door into **Zone\_124**. There will be a sleeping Mother inside of the room, depending on spawn location it is possible to carefully avoid her.
* [CELL 3] Head into **Zone\_125**. This zone will contain a generator for the final cell.
	+ *This zone is filled with Infection Fog. and extremely dark.*
* Once the final cell is placed, push into **Zone\_126** (Blood door) for extraction.

 **Secondary:** Find the HISEC\_CARGO inside of Zone\_246

* Enter the bulkhead door into **Zone\_245**. Make your way West and open the door to Zone\_246 (Sustain Scan alarm)
* Find the HISEC\_CARGO inside of **Zone\_246**.
	+ *Once you pick up the Cargo, it will trigger an Error Alarm for the remainder of the expedition spawning 3 Hybrids every ~90 seconds. It will also unlock **Zone\_247**.*
* Obtain the Bulkhead Key from **Zone\_247** (Blood door). -- *This is often found at the very back end of the hallway.*
* Deliver the Cargo to the extraction point in **Zone\_126**

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

**Infection** is a gameplay mechanic used to limit the player's health and restrict decision-making. Infection is accumulated through infectious fog, Spitters, and syringes, and is represented by a green bar above the health bar on the player's HUD. Infection resistance can be improved with boosters.

## Mechanics

Players start with no infection, and can have a maximum of 99% infection.

The player's maximum health is the inverse of the level of infection. For example, a player with 70% infection will have a maximum health of 30%. The player's health will slowly decline until it reaches the new maximum.

Infection is increased from infectious fog, Spitters, and syringes up to 99%. Whilst infection cannot directly kill the player, it can leave the player with limited health. When attacked by spitters, infection will raise up to 13%, depending on the distance.

As long as the infection level is not rising (i.e. from infectious fog), it will slowly decline to a maximum of 85%.

Infection causes the player to see visual distortion and green drops on their mask and to cough and breathe heavily.

To remove infection, players can either use the disinfection packs found within lockers and boxes, or use the stationary Disinfection Station found within some expeditions.

Infectious fog can be avoided with Fog Repellers and Fog Turbines. Spitters can be avoided with C-Foam or Flashlights. Medical Packs are an alternative to I2-LP Syringes, and although weaker, boosters can substitute for IIx Syringes.

## Background

Whilst it is unclear, "Infection" likely refers to the virus and parasite outbreak within The Complex.
ALT://R4B1

Similar to all of the B-Tier expeditions in ALT://Rundown 4.0, the expedition's title refers to the *Malachite* gemstone — a greenish/teal coloured mineral which likely corresponds with the green fog covering most of the expedition.

## Objectives

 **Main:** Distribute Powercells

1. Distribute 3 Power Cells into the available Generators in Zone 51, 53 and 54. *The colored Key required to enter Zone 53 is found in Zone 51.*
2. Collect the Bulkhead Key in Zone 51.
3. (Optional) Collect the extra Power Cell in Zone 51 for **either** the secondary objective or for Zone 57 containing a Disinfection Station and a lot of resources.
4. (Optional) Retrieve the Fog Turbine in Zone 51.
5. (Optional) At this point you can choose to start the secondary objective.
6. Make your way to Zone 56 and extract.

 **Secondary:** Reactor Startup

1. Use a Bulkhead Key and the Door Controller in Zone 51 to open the Door to Zone 220.
2. Use the extra Power Cell from Zone 51 to open Zone 221.
3. Enter Zone 221 and start the Reactor sequence.
	1. Zone 227 requires a colored Key from Zone 224 **or** 226.
4. Collect the Bulkhead Key in Zone 227.

## Resources % per Zone

* Main Objective Zones
* Secondary Objective Zones

*(May vary slightly)*

*(May vary slightly)*
ALT://R5D1

**ALT://R5D1** is the first D-Tier expedition in ALT://Rundown 5.0. This expedition can be seen as an advanced version of ALT://R1D1 "Deeper", taking place at the same depth, featuring the same main objective and a very similar Zone structure.

## Objectives

 **Main:** Reactor Shutdown

1. Make your way to Zone 69.
2. Enter Zone 74 **or** 75 to collect a Power Cell and use it to enter Zone 70.
3. Locate the colored Key that is required to unlock the Security Door to Zone 71.
	1. If your Key is located in Zone 78, make your way to Zone 77 and find the Key required to enter Zone 78. *Zone 77 will contain a Mother and Zone 78 will contain a Tank.*
	2. If your Key is located in Zone 81, make your way to Zone 80 and find the Key required to enter Zone 81. *Zone 80 will contain a Mother and Zone 81 will contain a Tank.*
4. Make your way to Zone 72. *This Zone will contain a Tank as well as some Big Chargers that will automatically wake up after the Security Door is opened.*
5. (Optional) Collect the Bulkhead Key in Zone 72.
6. (Optional) At this point you can choose to start the secondary objective.
7. Initiate the Reactor Shutdown in Zone 72 and survive until the sequence is completed. *This will inititate an error alarm, spawning Shadows and Big Shadows until the end of the expedition.*
8. (Optional) Enter Zone 73 on your way back to find a Lore Log. *Opening the Security Door to this Zone will spawn a Snatcher.*
9. Return to the entry point in Zone 68 and extract.

 **Secondary:** Terminal Command

1. Use the Bulkhead Key and the Door Controller in Zone 72 to open the Bulkhead Door to Zone 504.
2. Make your way to Zone 505 and collect the colored Key that is required to unlock the Security Door to Zone 506.
3. Enter Zone 508 and collect the Power Cell that is required to unlock the Security Door to Zone 507. *Zone 508 will contain a sleeping Tank among other enemies.*
4. Enter Zone 507. *This Zone will contain one or two Big Mother(s) and a group of Baby Strikers that will automatically wake up after the Security Door is opened.*
5. Enter the command `DEACTIVATE_AIR_FILTRATION` into the Terminal in Zone 507. *This will slowly raise the fog in the expedition and turn it infectious. The Security Door to Zone 509 will also be opened.*
6. (Optional) Enter Zone 509 and retrieve the Fog Turbine.

## Resources % per Zone

* Main Objective Zones
* Secondary Objective Zones

*(May vary slightly)*

*(May vary slightly)*
C-Foam Grenade

Max charges | 1

The **C-Foam Grenade** is a consumable that can be found throughout The Complex in resource containers. A single grenade contains enough C-Foam to reinforce a door without the use of another one and can be used for slowing and immobilizing enemies as well.

Starting in Rundown 003, only singular C-Foam Grenades can be found, down from a maximum of three item stacks in the previous Rundowns.

## Usage

**C-foam Grenades** can be utilized in two ways. They can either be used to reinforce doors, or to slow freeze hordes of enemies heading towards the player.

1. When thrown to a surface it will explode, dispersing a large amount of foam over the target area, and immobilizing enemies who are hit by it or walk into it. After a certain amount of time the C-Foam will expire, and frozen enemies will begin to once again attack the player.
2. One grenade can fully reinforce a door, though this is less tool efficient than using the C-Foam Launcher. This is due to the **C-foam Grenade** containing double the amount of foam as a full charge from the launcher.

The main benefit of the **C-foam Grenade** is in its ability to instantly foam doors without the need for a charge-up time. It is also useful for its ability to instantly freeze many enemies at once or to freeze giant enemies and bosses. It also allows players without a C-Foam Launcher to have a means to freeze enemies or reinforce doors if the situation requires it. Its drawback however is that its foam spread, is less controllable than that of the C-Foam Launcher.

## Gallery

* Spawned in a Resource Locker
* First Person View
* End result of one thrown on the ground
* Enemy immobilized by the grenade
* Direct throw to a door reinforces it like the C-Foam Launcher
10 Chambers Collective

**10 Chambers** is a game development studio comprised of Swedish industry veterans. It consists in part of founding members of Overkill Software and the game
designer behind the PAYDAY franchise.

## Members

**10 Chambers** consists of the following members:

* Anders Bodbacka
* Anders Svärd
* Henrik Anréus
* Hjalmar Vikström
* Ludvig Vikström
* Mike Wohlrab
* Oscar\_J-T\_Holm
* Simon Viklund
* Svante Vinternatt
* Ulf Andersson

More employees listed here: https://careers.10chambers.com/people

## Quote/Motto:

Note: "10 Chambers Collective" was the prior name before renaming to "10 Chambers".
Burst (Disambiguation)

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

Several weapons use a burst fire mode, along with a sentry turret within the game.

## "Burst" Weapons:

* Malatack CH 4 Burst Rifle - a rundown specific main weapon, with a 3-round burst, introduced in Rundown 002
* Van Auken CAB F4 Carbine - a rundown specific main weapon, with a 4-round burst, introduced in Rundown 003
* Techman Klust 6 Burst Cannon - a rundown specific special weapon, with a 5-round burst, introduced in Rundown 003
* Hanaway PSB Double Tap Rifle - a rundown specific main weapon, with a 2-round burst, introduced in Rundown 005

## "Burst" Sentries:

* Mechatronic SGB3 Burst Sentry - A tool, introduced in Rundown Alpha
I2-LP Syringe

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

 Max charges | 1

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

## Usage

**I2-LP** syringes grant 5% - 15% health upon usage, at the cost of 3% - 10% infection.

## Example Scenarios/Strategies

An **I2-LP** syringe can potentially save your life if used when you are about to be downed. It heals a small amount of health at the cost of some infection.
Biocom

**Biogenesis Combat Operations Management** system, commonly **Biocom** or capitalised as **BIOCOM**, is a self-governing digital intelligence operated by Kovac Defense Services. The system oversees and controls resources, supply management, objective specific training, operative briefing, and rapid response deployment within a combat theatre or organisation. Biocom is responsible for deploying security operatives throughout The Complex and providing them with their objectives.

Biocom employs an "equivalency algorithm," which evaluates mission success by projected casualties. The extent of these casualties are often included in the briefing before each expedition. At some stage after during or after the fall of Garganta, Biocom would be overtaken by The Warden,[*which log?*] beginning the expeditions and the story of GTFO.

## References

1. ↑ 1.0 1.1  09U-TR6-RZX
2. ↑ Media:ALT\_R2C2
Mastaba R66 Revolver

A powerful sidearm that fills the special weapon slot. It was initially released alongside GTFO and is a non-rundown specific weapon.

## Description

The Mastaba R66 is a 6-shot revolver possessing high damage and scoped-accuracy with moderate recoil. Its scoped accuracy and ability to one-shot-headshot Strikers and Shooters at any range rewards precise shots. The R66's decently high body-shot damage, high rate-of-fire, fast reload, and overall high ammo-efficiency has it perform the best against small to medium variants of sleepers as a crowd-clearer. It also has the ability to one-shot Scouts if the occiput is hit. It also possesses the short range flashlight. In dark environments, the flashlight becomes a liability as it requires you to be close-range towards sleepers to use the flashlight with the R66 Revolver.

The revolver's lack of burst damage, however, has it suffer against encounters with larger sleeper variants, making those encounters a resource dump if shots are not landed perfectly. Its low hip-fire accuracy and high recoil can make chamber-dumps a waste of ammo if not barrel-stuffing larger variants.

## Tips

* Always aim for headshots or the back.
* Focus on Strikers and Shooters and let your teammates focus on the larger enemies and Chargers.
* You can cancel the reload animation by swapping to your other weapon when the character inserts fresh bullets into the cylinder.
* Although it would require multiple boosters, using at least 41% Special Damage allows the Revolver to one-shot Strikers to the body.

## Trivia

* Was one of the first weapons leaked prior to GTFO's initial release.
* Its name is likely a combination of the manufacturers "Mateba" (Famed for creating the distinctive Mateba Autorevolver) and Zastava.

## Gallery

* First Person View
* Aim Down Sights
* Mastaba from the 10C Twitter
* Image from the official website
Accrat STB PDW

The **Accrat STB PDW** is a fully automatic, fast firing weapon that occupies the main weapon slot and was added in Rundown 7.0.

## Description

The PDW is a fast firing weapon with surprisingly high damage that bears a striking resemblance to the SMG, though it varies greatly in some areas. Namely, the PDW bears a medium zoom thermal scope, that will highlight heat emanating objects and material through darkness and fog. Its most practical use is highlighting both players and sleepers.

In most cases, it can be considered an upgrade to the SMG due to it having similar magazine sizes and total ammo counts, along with the PDW having higher base damage, a faster firing speed, a stronger Flashlight, more damage per second, and the aforementioned thermal scope, at the cost of a much smaller magazine (leading to lower damage per magazine *and* less total ammo than the SMG), lower per-shot and total precision damage, and slightly less range.

It can also be considered to be a sidegrade to the Heavy SMG. The Heavy SMG has a similar (slightly higher) total damage output (base and precision) - both per magazine and in total - along with an extra two metres of range before damage falloff begins. However, the Heavy SMG has fewer bullets in total, a slower rate of fire (meaning lower DPS - but can make the Heavy SMG easier to control), and a slower reload speed.

## Trivia

* The PDW is one of two weapons added in Rundown 7.0 to include the new thermal scopes. The other weapon being the Drekker Del P1 Precision Rifle
* The display on the thermal scope always shows the area around the player's crosshair (the middle of the screen), even when the player is not aiming down the scope.

## Gallery

* First person view
* Thermal scope view
Lockers and Boxes

Resource containers are found randomly throughout the Expedition with their distinct orange color. Their spawn locations and the contents inside are randomized with every play through.

When found they can either be opened freely or a lock that requires the player to interract with to unlock it.

These containers are incredibly important to the success of your Expedition as they contain random resources from resource packs to helpful consumable items.

## Appearance

Lockers and boxes are orange and feature a white Santonian Investments logo on the front, as well as text showing the name and id number of the box/locker. Electrically locked containers have a "LOCKED" symbol on one of the sides.

Electrically locked lockers and boxes will have a small glowing orange light on the front, which the player can use to quickly locate these locked locker/box.

## Possible Contents

Lockers do not issue different equipment to boxes, nor locked from unlocked.

## Locks

Like Doors, containers can sometimes be locked by either a physical or an electrical lock. You can find more infos about locks in this page.

## Gallery

* Resource Locker
* Resource Box
* Electric lock on a Container
* Electric lock on a Box