recursal/Fanatic-Fandom huggingface dataset:
R7A1

## Objectives

 **Main:** Process Item

1. Try to open the Security Door leading to Zone 45.
2. Enter Zone 44 and enter the command **"Recycle\_Group\_7A42"** into the terminal.
3. Enter Zone 46 **or** 47 and collect the colored Key.
4. Insert the Neonate HSU into the Neurogenic Cardiac Resuscitationer (NCR) found in Zone 49. *Processing the Neonate will start an error alarm, spawning 3 Strikers/Shooters or 1 Striker/Shooter and 1 Giant every 20 seconds for the rest of the expedition.*
5. Go back to the entry point with the Neonate HSU and extract.

## Enemy Types

 Main: Striker | Shooter | Giant | Big Shooter
Stalwart G2 C-Foam Launcher

Total damage | 0

The **Stalwart G2 C-Foam Launcher** is a tool which can quickly and efficiently launch C-Foam, usable for freezing enemies and reinforcing doors.

## Description

The **C-Foam Launcher** must be charged in order to fire. Depending on the charge, it fires 1-12 units of ammunition.

The C-Foam Launcher is a versatile tool that can be used to freeze enemies and seal doors. Enemies that are hit directly by c-foam or walk on top of c-foam placed on the ground will be unable to move or attack for 7 seconds. Reapplying c-foam to an already frozen target will increase the duration. Enemies will remain frozen regardless of the damage they receive, making it an effective tool for dealing with large enemies. It takes 2 units of ammo to freeze smaller targets (Strikers, Shooters etc.) 3 units to freeze a Scout and 4-7 to freeze large enemies.

C-foam can also be used to seal doors, significantly increasing their durability. To seal a door, a player must fire 9 units or blobs of c-foam directly onto the door. A visual effect of the door being encased in c-foam will notify when it is completely sealed (however, the 9 blobs must be close to each other on the door). A door doesn’t have to be completely encased to provide protection, blobs of c-foam on the door will indicate how much durability is left.

It should be noted that the C-Foam Launcher is a silent weapon and will not alert nearby enemies. Enemies will not react to being stuck by C-foam and can be applied 1 unit at a time. Enemies will also not react to being unfrozen so long as the player doesn't attack/shove the enemy while they were frozen. This makes the tool very effective for silently dealing with Scouts.

## Tips

* 9 individual blobs of c-foam does the same as a full charge (12 blobs). Although you won't get the visual effect of it being reinforced (unless you fire all 9 blobs on top of each other) it will last the same time as a full charge on any door.
* C-foam can keep being applied to a door as it's being broken down, all though sometimes they phase through the door so it's recommended to aim for the edges of the door.
* C-foam shot on the floor will despawn after 5 minutes, but on a door it will last forever unless the door is damaged.
* Can be used to freeze enemies too close to each other to take them down silently.
* If an enemy is frozen with c-foam on a ladder, no enemies can get down until the enemy has died or gone down. This is due to only one enemy at a time being able to go down a ladder and can cause players to lock a whole group on top of a ladder.
* Works great with the use of the Mine Deployer, allowing players to slow down a wave behind a door and gather them up to increase the effectiveness of mines.
* C-foam can be manually removed from a door by meleeing the door until it's all gone. However, if you wish to still use the door (such as to open it and then close it again later), you need to be careful to not deal any damage to the door itself.

## Gallery

* First Person View
* Steel Door reinforced with the Foam
* (Left) Enemy fully immobilized (Right) Enemy not affected.
* Lone Enemy Immobilized
R8A1

**R8A1** is the first A-Tier expedition in Rundown 8.0.

## Objectives

 **Main:** Process Item

1. Make your way to Zone 71.
2. Collect the colored Key in Zone 72 to unlock the Security Door to Zone 73.
3. Retrieve the Matter Wave Projector in Zone 73 and insert it into the Shuttle Box in Zone 71.
4. Make your way to Zone 75 and extract.

## Resources % per Zone

Main Objective Zones

*(May vary slightly)*
R8B4

**R8B4** is the fourth B-Tier expedition in Rundown 8.0.

Infection is found throughout the level with very little resources to remove it. It is advised that the teams take on infection with discretion.

## Objectives

 **Main:** Retrieve Item - Data Sphere

1. Begin in **Zone\_155**. Locate the control terminal. One terminal will have a command "`Commence Scan`". Once that command is entered a track scan will begin around the area and a second terminal will have a command available to clear the fog.
2. Proceed to **Zone\_159** (CLASS V Alarm). Once the alarm is complete, it will spawn a Mother.
	* Optional: Open the blood door to **Zone\_157** for extra resources.
3. Unlock the terminal in **Zone\_159** with the password found in either **Zone\_161** or **Zone\_160**.
4. Use the Command "`Commence Scan`" to once again enable a track scan throughout the Zone. *Optional: After commence Scan is entered, 3 other terminals will have commands available to ventilate the fog.*
5. Enter **Zone\_162** and locate the Bulkhead Key and Datasphere. (Checkpoint Scan)
6. Optional: At this point the party may begin the **Secondary** objective.
7. Open the door to **Zone\_162**. This will begin an alarm that spawns ~5 strikers and 1 giant every 8 seconds until the end of the expedition.
8. Enter **Zone\_165** and locate the cell to power the door to **Zone\_166**. Inside of **Zone\_166** there will be a sleeping Big Mother.
9. Enter Either **Zone\_167** or **Zone\_168** and locate the Power Cell to open the door to **Zone\_169**.
10. Set up Defenses and extract in **Zone\_169**.

 **Secondary:** Reactor Shutdown

1. Make your way to **Zone\_295** and locate the Reactor Terminal.
2. Input the terminal command to initiate a Surge Alarm Scan. This scan will spawn 25 small circles throughout the Zone. *After the scan is complete the door to Zone\_296 will unlock and an error alarm will be active for the remainder of the expedition spawning 3 Strikers every 20 seconds.*
3. Locate the Bulkhead Key inside of **Zone\_296**.
4. (Optional) Return to **Zone\_155** and enter the command PM\_VENT\_PROTOCOL to prevent the level from filling up with infectious fog.

## Resources % per Zone

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

## Enemy Types

Striker, Shooter, Nightmare Striker, Nightmare Shooter, Flyer
Giant, Big Shooter, Scout
Mother, Big Mother
Shelling S49 Pistol

The **Shelling S49** is a semi-automatic 15-round pistol which occupies the main weapon slot. It is a non-rundown specific weapon and was released during the GTFO pre-alpha launch.

## Description

As the name implies, the S49 is semi-automatic. It can kill sleepers in several rounds, especially with headshots which will usually stagger them.

The S49 has a moderate rate of fire, which paired with the very quick reload speed and decent hip fire accuracy, it ensures there's little downtime shooting at waves of sleepers while on the move. Although, its moderate damage can leave players vulnerable if they don't aim for the head, as it can take up to five body shots to kill a Striker or Shooter.

The S49 is very similar to the Rifle, boasting a higher rate of fire, faster reload, an extra bullet in the magazine, and larger total ammo capacity, but with much harsher damage falloff, and dealing slightly less damage and less stagger. Both of these weapons require good aim in order to be effective, but the Pistol is a somewhat more forgiving weapon to use.

## Tips

* Great backup for weapons with long reload animations such as the Sniper.
* Good if unsure what to equip when going into a new expedition.
* Try to aim for headshot or aim for the body for a quick stagger.

## Trivia

* The Shelling S49 is Ludvig Vikström's prefered main weapon for his loadout.
* The ironsights of the S49 used to have a red glow. However, at some point (probably Rundown 6.0://EXT (need to verify exactly when)), the red glow was removed.

## Gallery

* First Person View (current ironsights)
* Aiming Down Sights (with the current ironsights)
* First Person View (old ironsights)
* Aiming Down Sights (old ironsights)
Techman Arbalist V Machine Gun

*For the other Machine Gun, see Techman Veruta XII Machine Gun.*

The **Techman Arbalist V Machine Gun** (called the *Machinegun (low RPM)* in the patch notes) is a fully automatic weapon that fills the special weapon slot.

## Description

The Arbalist V Machine Gun has a Medium rate of fire, 40-round magazine, but has good damage and crowd clearing capabilities compared to the more specialized special weapons. Keep note the weapon has to charge up before firing. It comes equipped with a hologram sight.

## Trivia

* This weapon was replaced by the Techman Veruta XII Machine Gun in Rundown 002, but came back in Rundown 005. Now both are simultaneously available.
* An *Arbalist* is one whom shoots a crossbow - not to be confused with an *Arbalest*, being a particularly heavy variety of crossbow.

## Gallery

* First Person View
* Aim Down Sights
Svante Vinternatt

SVANTE VINTERNATT

*Grand Moff / Treacherous Damage Booster / Highly Advanced Post-it Mongorer*

 Trivia | Grand Moff / Treacherous Damage Booster / Highly Advanced Post-it Mongorer

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

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

*From time to time mine and Ulf's paths crossed, whether it be in Japan or at a bachelors party. I was told one day at a friends place that he was starting a new studio and naturally, I offered to help out, basically with anything.. ANYTHING! As it turned out apparently I could =)*

**- What are you working on right now?**

*Basically, I do those things that nobody else wants to do like project management, finance, legal, procurement, marketing etc. At a later stage I will probably jump in and do some programming as well.*

## **Released Games**

Svante has no released games listed on the site.
R8D1

**R8D1** is the first D-Tier expedition in Rundown 8.0. It is also one of the two expeditions that has Achievements specifically tied to it: "Pure Will" requires players to beat the expedition without using any Medical Packs or the Disinfection Station.

## Objectives

 **Main:** Meet Schaeffer in the Gardens

1. Make your way to the Security Door leading to Zone 421. *In front of this Security Door, there will be a corrupt bioscan. In this specific Zone you will need to enter the scan to progress otherwise it is meant as an obstacle. Entering this scan will spawn in a Tank, this also applies to any other corrupt bioscans throughout the expedition.*
2. Make your way to Zone 424 and input the command `ACCESS_ENTR_Z40` into the Terminal at the bottom of the Zone. *This will unlock the Security Door to Zone 426 and raise Infectious Fog.*
3. Make your way to Zone 427 and input the command `ROUTE_POWER_Z41` into the Terminal. *This will unlock the Security Door to Zone 428.*
4. Enter Zone 428 and input the command `JUNCTION_1_Z425` into the correct Terminal.
5. (Optional) Use the Disinfection Station and retrieve the Fog Turbine located in Zone 428.
6. Go back to Zone 424 and input the command `ADMIN_OVRD_Z429` into the Terminal at the bottom of the Zone. *Completing the following full team scan will unlock the Security Door leading to Zone 429 and initiate an error alarm, spawning Strikers/Shooters every ~30 seconds until you climb to the top of the Zone. Because of this, it is recommended to clear Zone 424 before using the command.*
7. Enter Zone 429 and input the command `JUNCTION_2_Z425` into the Terminal. *This will start a room scan.*
8. Make your way to Zone 425 and complete the full team scan that appears shortly after reaching the end of the Zone. *This will spawn in 2 Big Chargers and 2 Hybrids. It will also start a 90 second countdown, initiating a Surge Alarm once the countdown hits 0.*
9. Go back to Zone 420 and extract.

## Resources % per Zone

Main Objective Zones=

*(May vary slightly)*
Plant Samples

## Description

Plant Samples 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.

Plant Samples are found within lockers or boxes. The samples are kept inside of small, partly transparent containers. The outside of the container features the symbol for biological hazards as well as the text "Kovak Defense Services".
Oscar J-T Holm

OSCAR J-T HOLM

*Boose Dealer / Hostage Negotiator / Bargain Ninja*

 Trivia | Boose dealer / Hostage Negotiator / Bargain Ninja

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

**- What are you working on right now?**

*I’m assisting the guys in all areas from law to communications with particular emphasis on marketing, PR, company strategy and structure.*

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

*I’m actually working in the spirits industry so I only work with 10 Chambers out of regular working hours like evenings and weekends. However, I’ve been working closely with Ulf and his teams since the GRIN-era through being one of the previous owners of the Terminator franchise. Other than that I’ve been involved with Geminose, The Halcyon Company, Halcyon Games, Iceland Spring Water, The Reformed Spirits Company i.e. Pölstar Vodka (Reyka Vodka) & Martin Millers Gin, Unibet, Postify, Cryex etc.*
Van Auken CAB F4 Carbine

The Van Auken CAB F4 Carbine is a four-shot burst carbine that fills the main weapon slot, it was released in Rundown 003 as a rundown specific weapon.

## Description

An *implied* precision-based alternative to the Van Auken LTC5 SMG, the F4 Carbine is intended to reward precise shots as opposed to the LTC5 SMG's "spray and pray". In actuality, its high ammo efficiency, high rate-of-fire, its ability to function well regardless of range, its high chance to stagger, even its flashlight, often makes it *the* alternative to its sister weapon.

Its main drawback, being a burst-weapon, is arguably negated by its huge ammo and re-supply, as the usual ammo cost of a burst-weapon is almost unnoticeable (although it's only able to perform three fewer bursts than the Burst Rifle).

The Carbine in general lacks downsides, possessing a large ammo pool, a low bullet cost, reliable hip-fire accuracy, fast reload, good damage output, manageable recoil, and forgiving damage falloff. Overall one of the most versatile and reliable weapons you can equip in any situation.

## Trivia

* It was the second weapon to be leaked preceding the release of the Rundown 003 update
* It shares the same weapon manufacturer as the LTC5 SMG, Van Auken.
* It is often used by speedrunners due to its quick time to kill (TTK).

## Gallery

* First Person View
* Aim Down Sights
R7D1

**R7D1** is the first D-Tier expedition in Rundown 7.0.

As players are required to input terminal commands in a set time frame, this is one of the few expeditions which is *potentially* impossible to complete without at least two human players; depending on the location of the required terminals.

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

## Objectives

 **Main:** Complete Training Operation

1. Travel through Zone 70 to reach Zone 71
2. Complete checkpoint scan at the Zone 71 Security door.
3. Use the Terminal in Zone 71A to locate the Key for the door to Zone 72
4. Collect the Key from the container in Zone 71B
5. Use the Key to start the checkpoint scan for Zone 72, and enter Zone 72.
6. Sneak past/kill the Striker in Zone 72A
7. Sneak past/kill the strikers in Zone 72B (stealth is recommended, due to a lack of ammo)
8. Keep travelling through Zone 72, following the signs for Zones 73-75. (Do not attempt to enter Zone 76).
9. Complete the checkpoint scan at the Zone 73 security door, and enter Zone 73.
10. Collect resources from the containers in Zone 73A.
11. Ensure you reload your weapons as soon as possible, otherwise you may lose out on getting full value from the Ammunition Packs due to weapons having a cap on their total reserve ammo.
12. Enter Zone 73B and prepare for the alarm door.
13. Start the alarm on the Security door to Zone 74. (Class II diminished alarm)
14. (Optional) Re-enter Zone 73A, and restock on any resources which couldn't be collected earlier.
15. Enter Zone 74 (An extraction alarm will trigger within Zone 74)
16. Enter Zone 75 and complete the extraction scan.

## Loadout

During training, prisoners are provided with the following loadout:

* SMG
* Shotgun
* Bat
* Mechatronic SGB3 Burst Sentry

Prisoners will not be given any ammo at the start of the mission. Prisoners will be able to collect ammunition and tool refills from the containers in Zone 73.
Rundown

The **Rundown** is a gameplay feature of GTFO.

## In-game

The Rundown is a series of "expeditions" available in which the Prisoners complete the objectives issued by the Warden.

The Rundowns have a number of expeditions over five tiers, each getting progressively harder the deeper in the Complex they take place in. Each tier of difficulty is given a letter: **A**, **B**, **C**, **D**, and **E —** A-Tier being the easiest and E-Tier the hardest.

Previously, each Rundown was only available for a set period of time. For example, some lasted two months, and had several missions, while another Rundown was smaller and replaced within a couple of weeks. Every single Rundown was different, and once the counter reached zero, a brand new Rundown would take its place. Once these Rundowns were gone, they were completely gone, which means that you cannot replay the expeditions of the former Rundowns.

As of the release of ALT://Rundown 1.0, Rundowns are no longer replaced by the previous Rundowns. The developers have committed to continuing with this trend, so the number of expeditions available to the players will only grow from now.

Furthermore, the developers have indicated that they will be re-releasing all of the previous Rundowns in an updated form. While the original release of the Rundowns will continue to be unavailable to play, they will be available in their **alternate versions**. This began with the release of ALT://Rundown 1.0, which is an updated version of Rundown 001.

Starting with Rundown 004, Rundowns could receive an "Extension". Instead of replacing the current expeditions like a new Rundown would, Extensions add additional content to the active Rundown.

Some levels within a tier, or an entire tier can be encrypted through Warden Restriction, and are thus not available for the players. In order to unlock them, a certain amount of players must complete the previous levels.

## Canonical Explanation

The Warden, an entity that forces the prisoners to complete their work orders, commonly known as rundowns.

Each Rundown is a work order from The Warden for the prisoners to complete.
Raptus Steigro HEL Autopistol

Not to be confused with the Raptus Treffen 2 Machine Pistol

The Raptus Steigro HEL Autopistol (formerly the Raptus Steigro Autopistol) is a fully automatic handgun with a 60-round magazine that fills the main weapon slot, it was released in Rundown 004 as a rundown specific weapon.

It was re-added in ALT://Rundown 4.0, with a few changes, such as a new 60-round magazine (previously 50), and brand new HEL rounds, giving it the ability to pierce through an enemy (like the HEL Shotgun).

## Description

The Raptus Steigro HEL Autopistol is equipped with rounds that have a powerful staggering effect, quickly disrupting enemies you hit. They are also HEL rounds, allowing them to pierce through the first enemy they hit, and hit a second enemy standing behind them. While the Raptus itself is not very effective at quickly killing incoming enemies, it can be used to support the rest of the team, functioning as crowd control in situations where no doors can delay incoming enemies, slowing down harder hitting enemies, giving players more ample time in killing them, and can be used to interrupt sleeper attacks which would normally hit.

## Trivia

* Was the first instance, alongside the Auto Sentry, of Tungsten Rounds.
* The Autopistol provides the highest stagger output out of all main weapons.

## Gallery

* First Person View
* Aiming Down Sights
Spitter

The **Spitter** is an environmental hazard which will inflict infection and a small amount of damage when triggered. They cannot be killed, but they can be temporarily neutralized. They made their debut in Rundown 002.

 Occurrence | Rare

## Appearance

When active, the Spitter is a grey-colored sack with smaller green bulbs filled with a blue, greenish liquid. These bulbs will glow brighter as a player comes closer to them. When inactive, Spitters are smaller and lack the bulbs.

When exploding they will glow bright, as a similar colour to the bulbs.

## Spawning

Spitters only appear in certain rooms in certain expeditions, usually those with higher levels of infectious fog. They can spawn on almost any surface and they also appear in different sizes.

## Behaviour

Spitters have 2 different states which determine their behavior.

### Inactive

When in this state the Spitter is completely incapable of harming a player.
They enter this state when they:

1. Have a flashlight shining on them (inactive for 30 seconds)
2. Explode by either shooting, melee attacking, or proximity to a player (inactive for 35 seconds)
3. Become C-Foamed (inactive for 4 minutes, requires a single blob of foam)

### Active

When in this state the spitter is dangerous as it can explode when a player gets too close to it. When a spitter explodes they will inflict direct damage and infection onto any players within range. The amount of infection depends on the player's proximity to the Spitters.

## Gallery

* An active Spitter in darkness
* An active Spitter in light
* An inactive Spitter
* A Spitter exploding
Phoenix Point

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

***Phoenix Point*** is a new world-based strategy with turn-based tactical combat game which Julian Gollop, the original creator of XCOM, announced on his Twitter feed on March 18, 2016. He and his partner, David Kaye, of Snapshot Games have provided no other information since the announcement.

## Links to watch

* Official game site
* Twitter site
* Julian's Twitter site
* Facebook page
Partial Decoder

## Description

Partial Decoders (PDECs) are items found within the complex during expeditions.

Partial Decoders are found within lockers in specific missions, they are mission specific which means they are not found within missions where they are not the main objective. They are used to bypass a dispersed encryption matrix.

They were seemingly produced by CNTRL Technologies.

## Gallery

* Partial Decoder found in a resource box.
Nightmare Shooter

Occurrence | Rare

The Nightmare Shooter is an enemy introduced in Rundown 8.0 and is a variant of the Shooter.

## Appearance

Nightmare Shooters have an appearance similar to regular shooters, but with flyer tentacles sprouting from their upper body.

## Spawning

The Nightmare Shooter is currently exclusive to levels within Rundown 8.0.

## Behavior

Its behavior is nearly identical to the regular Shooter. The Nightmare Shooter fires bursts of three projectiles, each of them dealing 5.55% damage. Unlike their regular counterparts, they also have a tongue attack for 12% damage they can use upon the player's approach.

## Strategies

Nightmare Shooters have relatively low HP, allowing them to be easily dispatched with a variety of weapons, even when not aiming at their weakpoint.
One can effectively dodge projectile bursts from a Nightmare Shooter by moving left and right repeatedly or strafing in one direction.

Rushing the Nightmare Shooter with a melee weapon is typically not advised when you or your team have the ammunition to spare as you may sustain unnecessary damage from the melee attack when getting close.

It should also be noted that the Nightmare Shooter has a fast melee attack (probably as fast as a normal Striker) if not faster with no glowing visual warning.

Their weakpoint is the small tumor located on the upper-front of their body. Given this weakpoint's location it is effectively impossible to stack both the weakpoint and back multipliers in normal play.

## Trivia

* While the Nightmare Shooter's weakpoint is located on the front of their body, and is not accessible from behind them, it is still possible to stack both the weakpoint and back multipliers while hitting this enemy during certain animations. This is because the enemy's facing direction (which is used when calculating the back multiplier) is not updated until the end of some animations, however, the animation will cause the enemy to visually turn, making their weakpoint accessible.
Reactor Shutdown

**Reactor Shutdown** is an objective where players must locate a reactor and shut it down. The objective is quite similar to the Reactor Startup objective.

## Description

**Reactor Shutdown** expeditions often begin with well-illuminated zones. Players must navigate toward the reactor, dispatching sleepers and collecting resources to be used in the latter defence.

The `REACTOR_SHUTDOWN` command can be used on a dedicated terminal in the reactor zone to begin the shutdown operation. The `REACTOR_SHUTDOWN` will initiate a bioscan and severs power across the expedition. The shutdown process will prompt the player to enter a *verification word* with the `REACTOR_VERIFY` command, i.e.:

```
REACTOR_VERIFY CELL
```

Doing so will trigger a *Reactor Security System Malfunction* and starts an alarm. Often, this alarm will spawn Shadow sleepers and continue to do so until extraction. Players are required to complete a number of large bioscans to finish the shutdown process.

Once completed, players must proceed towards the expedition's starting point for extraction.
R8D2

**R8D2** is the second D-Tier expedition in Rundown 8.0.

## Objectives

 **Main:** Clear a Path — Find Schaeffer

1. Start in **Zone\_33** and make your way to **Zone\_34** and find the appropriate key. In here there will be 2 Nightmare Scouts and a sleeping Tank. *It is possible to fully avoid the tank and leave him sleeping.*
2. In **Zone\_35** enter `**Lower\_security\_class\_zone\_37**` into the terminal and complete the scan on the terminal to open **Zone\_37**.
3. Find the bulkhead key inside of **Zone\_37**.
	* (*OPTIONAL)*: Begin Secondary Objective or main objective in via the Bulkhead Door Controller in **Zone\_37**.
4. Enter **Zone\_38** (Checkpoint Scan).
	* (Optional) Enter **Zone\_39** -- Supply Depot. *There will be a few hybrids and a sleeping tank in this room. There will be plenty of ammo and tool in this room.*
5. Make your way to the gate for **Zone\_40**. Interact with the Voice Recorder to initiate an Error Surge Alarm. *This surge alarm will require the players to venture to 3 terminals throughout the expedition to close floodgates and make the surge alarm more manageable. Each one of these terminals will require a tier 2 scan to successfully complete.*
6. Proceed to **Zone\_43** (Checkpoint Scan): *SPOILER RELATED BOSS ENCOUNTER.*
	* ***NOTE**: Once you proceed down the well you will not be able to return to any previous zones due to a drop down well. It is advised you gather any resources and you wish to bring with you BEFORE advancing.*
7. Enter **Zone\_46** `BYPASS_LOCKDOWN` in terminal. *This will begin a DUAL scan requiring the team to split up. One scan will remain in the center; the other will go around the perimeter of the room. This will spawn an alarm of Strikers, Nightmares, and Flyers.*
8. Enter **Zone\_52** and enter `Activate_Drainage_Microphone`. Enjoy the Dramatic Dialog (~5 minutes worth)...but it is safe to proceed once the next command becomes available inside of the terminal.
9. Enter **Zone\_52** and enter `Flood_Drainage` command into the terminal. Return to **Zone\_46** and record another voice transmission.
10. Bring the MWP to **Zone\_45** and Extract. *NOTE: once you pick up the MWP it will trigger a Surge Alarm of Nightmare Strikers. It's advised to prepare your defenses accordingly.*
11. Enter **Zone\_45** with the MWP and Extract.

 **Secondary:** Terminal Command

1. Enter **Zone\_446** and initiate a ventilation sequence on the specified terminal. This gives the players a choice on how they wish to balance the mission going forward:
	* Force\_ventilation\_[Moderate] -- Class 5 alarm removes "30%" of fog from the level.
	* Force\_ventilation\_[High] -- Class 7 alarm removes "69%" fog from the level.
	* Force\_ventilation\_[Extreme] -- Class 9 Alarm removes "99%" fog from the level.
2. Once the party's choice of alarm is completed, move forward into **Zone\_447**. The objective will be updated claiming that this path is a dead end.

## Enemy Types

Striker, Shooter, Nightmare Striker, Nightmare Shooter Charger, Flyer

Giant, Big Shooter, Big Charger, Hybrid, Nightmare Scout

Mother, Tank, Snatcher

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

**Sectors** are a gameplay mechanic introduced in Rundown 004 that allow multiple objectives within a single expedition, increasing the difficulty and replayability of a given expedition.

## Description

Each sector can be found behind its corresponding bulkhead door. The bulkhead door may require a player to find a bulkhead key and insert it it into a bulkhead door controller, although some bulkhead doors will unlock automatically based on other criteria. The player may then be required to complete a bioscan to open it and gain access to that sector.

When entering a new sector, the player's HUD will update with the new warden objective. If the bulkhead door leads to main, however, the HUD will not update as they are already on the main path.

## Sector types

There are 3 different sectors that can be present within an expedition:

## Trivia

* Prior to Rundown 6.0, the Main sector was called "*High*" and the Secondary sector was called "*Extreme*."
Red Alpha

The **Red Alpha** mission was a sub-plot concerning the launch of a manned-mission to Mars in 2042. The story of which is told through logs found throughout The Complex and establishes into the lore that hydrostasis technology causes issues with long-term memory retention.

Red Alpha should not be confused with the mission to EF01.

## Plot

The **Red Alpha** mission was a manned-mission to Mars which launched on December 18th, 2042 by the *European Space Agency* (ESA) from the Kourou Spaceport in French Guiana. The ESA was criticized for the mission for the extend in which it was funded by private partners.

Of particular note, KDS provided the hydrostasis technology, *Hydrostasis Hibernation Chambers*, used to keep the crew of mission asleep for much of their 4-month journey to Mars. The crew would successfully awake from hydrostasis 72-hours before their scheduled descent, with all systems and automated guidance behaving as expected. The crew were, in some part mobile, by 08:00 UTC.

By 14:00 UTC, the ship had drifted from its programmed orbit, indicating that the navigation system had failed, or through human intervention. Shortly thereafter, communication relays stopped sending telemetry to Kourou's ground team — again, either by system failure or manual intervention. At 11:57 UTC, the primary propulsion engines were ignited, steering the ship into a collision.

By 2044, ESA had severed all ties and pulled funding from KDS and its hydrostasis technology after it was leaked that hydrostasis caused long-term memory damage and that it was the likely, but not confirmed cause, of the failure of the Red Alpha mission.

## References

1. ↑ 1.0 1.1 BNC-XUI-P59
2. ↑ 813-H9L-7KL
3. ↑ 7JY-T12-ESQ
Boosters

**Boosters** (or **Attribute Booster Modules**) are a gameplay mechanic added in Rundown 005 that are awarded to the players by collecting Artifacts throughout The Complex.

## Description

Boosters provide bonuses to the player and last for the entirety of an expedition, usually at some cost or requirement. Boosters can be applied to the player in three different slots, **Muted**, **Bold**, and **Aggressive** — corresponding to the rarity of the artifacts. Some boosters can also have negative effects or certain conditions that have to be met for the booster to take effect.

To gather boosters, the players need to pick up Artifacts, which are scattered throughout The Complex, and when picked up will add to each players artifact value category (for example, "Bold" will add to the bold category and so on). Each artifact can give a percentage of a booster, which on return to the lobby screen after completing or failing an expedition, the player will receive a booster in exchange for an integer value (For example, if you return to lobby after an expedition with a 2.08 value, you will receive two boosters of that type and keep the 0.08 value).

## Usage

Boosters must be prepared before an expedition in the lobby/loadout screen. Only one booster of each category can be equipped per player, for a total of three boosters. Starting the mission will consume one use charge of the prepared boosters and apply the effects of this booster for the whole duration of the expedition.

The booster is consumed even when returning to the lobby or failing the expedition.

Each category can only hold up to twenty unique boosters. If more than twenty unique boosters are acquired in one category, the most recently earned boosters are automatically discarded, prompting a notification when returning to the lobby. Players can drop boosters whilst in the lobby to free up slots to prevent potentially better boosters from being discarded.

## Gallery

* Aggressive booster selection screen
* The in game tutorial for boosters
TR22 Hanaway DMR

The TR22 Hanaway is a semi-automatic designated marksman rifle that fills the main weapon slot. It was among one of the first weapons to be released alongside GTFO.

## Description

The TR22 Hanaway DMR functions as a precision-based support centred weapon, with good long-range handling but lacking close to medium. Its long range and scope allow for long-range engagements to be controlled easier, however, if enemies get too close, its low hip-fire accuracy and rate-of-fire can make it struggle to keep up, especially when affected by stagger from being hit.

Its high damage but medium precision multiplier allows it to kill small Shooters and leave Strikers on extremely low health with only one headshot. This makes it an especially good choice to deal with the long-range enemies who like to stay in the further ranks.

Against enemies with larger health pools, such as Big Strikers and Big Shooters, the DMR will struggle, requiring a lot of shots to take those enemies down which usually results in draining an already small ammo supply. For enemies who do not have an easily accessible weakpoint, such as Chargers or their larger counterpart, shots are better spent on their limbs to both induce stagger and deal a fair amount of damage that other teammates can play off of.

## Tips

* With any level of main damage booster, the DMR will kill strikers with one shot to the head.

## Trivia

* It is one of 3 weapons with a magnified scope, the others being the Sniper and the HEL Rifle.

## Gallery

* First Person View
* Aiming Down Sights
R7B1

## Objectives

 **Main:** Process Item

1. Enter Zone 89 **or** 90 to collect the colored Key.
2. Enter Zone 94 and collect the Power Cell and bring it to the generator in Zone 92.
3. Enter Zone 93 and retrieve the Collection Case and insert it into the orange Shuttle Box next to the Security Door leading to Zone 95.
4. Insert the Neonate HSU into the Hydrostasis Depressurizer found in Zone 96.
5. Enter Zone 97 and extract with the Neonate HSU.
Nightmare Giant

Occurrence | Extremely Rare

The **Nightmare Giant** is a tough unique enemy variant. It serves as a tank with a very high health pool, that can do heavy bursts of damage with its devastating projectile barrage.

## Appearance

Nightmare Giants differ greatly in appearance from other Giant types. It has no visible head and no arms. They have long muscular legs, the extent of their mutations apparent with a rough brown tubular torso and black spikes emerging at various random parts of their body. It will take a stance like a Giant when it prepares to fire its ranged attack.

## Spawning

Nightmare Giants are very rare, with only one that can be encountered during the secondary objective in R8A2 during a Diminished Class V alarm.

## Behavior

Their attack patterns are similar to Shooters as they prefer to keep their distance while firing a flurry of red homing projectiles at the players. These are similar to the red projectiles fired by the Kraken.

These projectiles are fired at a slower velocity than other projectiles, but compensate with better homing.

## Strategy

The only instance of the Nightmare Giants is during an alarm, they cannot be found sleeping. It is advised to kill it as soon as possible, as its ranged attack will force players to move out of scans.

One can effectively dodge shots from a Nightmare Giant by finding cover or continually strafing during its flurry attack to avoid projectiles.

## Audio

The Nightmare Giant reuses sounds from Giants, including death sounds, and its "tongue" sound indicate when it begins to fire projectiles.
Fighter

Tavern Reputation | 250

*"Specializes in brutal physical attacks."*
The **Fighter** is more advanced than the early classes, because he is the first patron that comes with an activated ability. His MP should be carefully managed in early games due to his small MP pool.

## Soda

1. ↑ https://www.reddit.com/r/sodadungeon/comments/3pe273/how\_is\_damage\_calculated/cw5mmj0/
Ruffian

Tavern Reputation | 50

*"He's a vagrant that knows how to defend himself."*
The **Ruffian** is a small step up from the Soda Junkie when you are starting out, but he is quickly out-classed by more advanced patrons. His appearance is reminiscent of a street brawler or a thug-for-hire. He learns how to throw multiple knives at targets, once his relic is acquired.
R8B1

**R8B1** is the first B-Tier expedition in Rundown 8.0.

## Objectives

 **Main:** Gather Items

1. Make your way to Zone 138 and pick up the first Data Cube. *This will teleport your team to a different dimension.*
2. Make your way to Zone 139.
3. (Optional) Enter Zone 142 and collect extra resources.
4. Enter Zone 140 and collect the second Data Cube.
5. Enter Zone 141 and collect the third Data Cube. *This will teleport your team to the dimension you started in.*
6. Make your way to Zone 140 and collect a Bulkhead Key.
7. (Optional) At this point you can choose to start the secondary objective.
8. Use the Bulkhead Key from Zone 140 or Zone 172 and the Door Controller in Zone 140 to open the Bulkhead Door to Zone 141.
9. Enter Zone 141 and extract.

 **Secondary:** Gather Items

1. Use the Bulkhead Key from Zone 141 and the Door Controller in Zone 140 to open the Bulkhead Door to Zone 172.
2. Enter Zone 172 and collect the Bulkhead Key.
3. Make your way to Zone 175. *This Zone will contain a sleeping Tank.*
4. Enter Zone 176 and collect the Data Cube. *This will teleport your team back to Zone 172.*

## Resources % per Zone

* Main Objective Zones
* Main Objective Zones (2nd Dimension)
* Secondary Objective Zones

*(May vary slightly)*

*(May vary slightly)*

 **142** | 140 | 180 | 160

*(May vary slightly)*

 **176** | 0 | 0 | 0
Objectives

**Objectives** are a core gameplay mechanic of GTFO and issued by the The Warden at the start of expedition. Players are required the complete the main objective before extraction. Additionally, in specific expeditions, players may opt to complete the more challenging additional objectives by visiting the Secondary and Overload sectors.

## Objectives

### Involving Items

* Gather Items
* Retrieve Item
* Retrieve HSU
* Process Item
* Distribute Powercells
* Activate Generator Cluster

### Involving Terminals

* Reactor Startup
* Reactor Shutdown
* Establish Uplink
* Terminal Command
* Timed Sequence

### Other

* Clear a Path
* Survive Warden Protocol

## Objective items

Objective items are items within an expedition that are needed in order to complete it or to access a new security zone which will lead to either a zone with supplies, other objective items, or an extraction zone.

### Access objective items

These are objective items that are used in order to access new areas, either leading to supplies or an objective.

* Key
* Bulkhead Key
* Collection Case

### Warden objective items

These are the items that are the main focus of some expeditions, they are needed in order to complete the mission.

#### Carry items

These items are large and require a player to actively carry them, making their movement speed slower and preventing them from doing most actions.

* Cargo
* Neonate HSU
* Cryogenic Case
* Datasphere
* HISEC Cargo

#### Pick up items

These items are small enough to be picked up without any inconvinience.

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

#### Other

* HSU

### Dual use items

There are items which can be used to open new areas to supplies or objectives, however they are also the main objective within some missions.

* Fog Turbine
* Power Cell
* Matter Wave Projector
* Memory Stick
Sentry (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.*

**Sentry refers to four tools within the game.**

Burst Sentry - AKA Sentry Gun, introduced in Rundown 001.

Shotgun Sentry - Introduced in Rundown 001, removed in Rundown 004, subsequently reintroduced.

HEL Auto Sentry - Introduced in Rundown 004 (reintroduced in ALT://Rundown 4.0, given HEL rounds in ALT://Rundown 6.0).

Sniper Sentry - Introduced in Rundown 004.
The Warden

**The Warden** is a mysterious antagonist within GTFO which forces the prisoners to go on dangerous expeditions throughout The Complex. The role of The Warden is as the name implies — a captor — and sees every prisoner as expendable.

## Background

The Warden took over the BIOCOM, a military DI (digital intelligence) made by KDS. This apparently happened at some point before April of 2054. It is known to have some sort of end goal but we currently do not know what it is. In R3 and R4 it tried to kill Schaeffer, in R5 it released KSOs from KDS Deep through the Influx Protocol.

## Interactions

**Example Subsurface communication with prisoners**

**Remote access to terminals**
Van Auken LTC5 SMG

The LTC5 is a fully automatic submachine gun that fills the main weapon slot.

## Description

The LTC5 features a high rate of fire, magazine capacity and generous ammo reserves. The weapon is offset by its horizontal recoil, resulting in average accuracy at range, and having somewhat low damage per shot. Accurate bursts to critical weak points can preserve valuable ammunition. Comes equipped with a reflex sight.

Similarly to the Malatack LX Assault Rifle, it is a very unspecialised, jack of all trades weapon choice.

## Trivia

* It was one of the first weapons added to the game.
* Prisoners are given this weapon during Training.

## Gallery

* First Person View
* Aim Down Sights
Rundown 003

Rundown 003: The Vessel was released on June 11th, 2020 at 11 AM UTC // 1 PM CEST.

## Summary

The goal of Rundown 3 was to process the Neonate HSU, the titular 'vessel', which was retrieved in Rundown 2 from the 'crib' (a centralized and highly protected area filled with Neonate HSUs). 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

**Rundown 3 Logs can be found here: Rundown 003 Logs**

## Notes

* Expedition R3C1's Objective text contains a message encoded using a ROT47 cipher. Decoded, it reads "Unexpected geographical data mismatch, area deemed unstable."
Shadow

Occurrence | Rare

The **Shadow** is an enemy type which is only visible in light, or with the Bio Tracker tool. It made its debut in Rundown 001 during GTFO's Early Access, on the D1 map called "Deeper".

## Appearance

The Shadow enemies are built like regular Strikers, with one major difference: they are completely invisible in the dark. When a light source is shined upon them, they are reminiscent of walking shadows, with see-through bodies and somewhat blurred outlines. They have a larger counterpart found deep within the complex.

## Spawning

The Shadow enemies can spawn during horde sequences and in a sleeping state. As of Rundown 7.0 Shadows can be found in B, C, D and E tier expeditions.

## Behavior

The players need to use either a semi-strong light source, or their Bio Tracker, to make them visible. They make an easily recognizable, high pitch scream sound when attacking the players, and use the same attacks as regular Strikers when they get close. Compared to regular Strikers, Shadows will both move and attack slower, more damage is required to break their limbs, and are also more resistant to C-Foam.

## Strategies

### Long Range Flashlight

A Long Range Flashlight will cast a clear silhouette of the Shadow from a distance. Either switch between your weapons and the Long Range Flashlight or cooperate with a teammate.

### Bio Tracker (Recommended)

A Bio Tracker will mark Shadows with a red triangle like any other enemy during combat, however the scan only lasts for **7 seconds**, unlike scans on other enemies. Sentries require a Bio Tracker ping in order to lock-on to Shadows.

### C-Foam

C-Foam from C-Foam Grenades and the C-Foam Launcher have less effectiveness than normal, as Shadows are more resistant to becoming frozen. C-Foam from the C-Foam Tripmine is also not as effective, though the initial blast will still freeze anything caught within it. C-Foam will halt part of a wave, but should not be relied on as a main defense.

### Mines

Shadows trigger the Mine Deployer's mines, and Explosive Tripmines just like regular enemies.

## Trivia

* Glowsticks are rendered nearly useless against Shadows as the weak light doesn't allow good visibility of the Shadows when sneaking.
* They are slower than normal Strikers.
* There is no Shooter variant of Shadow enemies, although there are Shadow Scouts.

## Audio

Clicking

Spasming

Wave

## Gallery

* Shadow shown during an old gameplay video
* Crawling Shadows
* Standing Shadow
Stone Throwing Engine

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

**Stone Throwing Engine** is a form of Technology and Culture.

## Description

An engine can be devised to throw rocks and stones over long distances. It can be used to bombard enemy soldiers, or break down light fortifications. It uses a long bamboo pole balanced on a supporting frame. One end is placed on the ground with a sling or basket to contain a rock to be thrown, while the other end is supported high in the air by the frame. Men pull down on ropes attached to the high end, causing the low end to pivot up and fling the rocks.

## Effects

* Enables recruitment of: Whirlwind
* Enables construction of: Artillery Camp