GTFO
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A Guide to GTFO: Guns, Consumables and more
Oleh StingBlaze
A complete guide on everything GTFO.
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Intro
With Rundown 8 released, I have come back to make a complete guide to GTFO

THIS GUIDE IS IN THE MIDDLE OF BEING UPDATED, PLEASE BE PATIENT

So, you have bought and downloaded GTFO and are playing it only to discover that this game is quite different from the other games that you have played. GTFO does not tell players how to get through its levels, meaning a lot of trial and error is required.

Not to fear! I am here to help you shorten that process of trial and error so that you can get through the rundown with ease!

Thank you to 'Kaith', 'Trypan' and '< Blank >' for giving tips in the comments!
Primary Weapons (Pistols and SMGs)
Some of the most important decisions that you will make in this game happen before you are even dropped into the nightmare pit. The weapons that you and your companions (if you have any) bring with you will decide how you go about things.

Choosing your primary is up to you, choose whatever gun you feel you're the best with

Pistol (Shelling S49 Pistol)

  • Semi-Automatic Pistol
  • 15 Bullets Per Magazine
  • 168 Max Ammo (100 Starting Ammo)
  • Quick Reload (1.3 seconds)




Burst Pistol (Shelling Nano Burst Pistol)

  • Two-round Burst Fire Pistol
  • 28 rounds per magazine (14 bursts)
  • 283 Max Ammo (167 Starting Ammo)
  • Quick Reload (1.25 seconds)
  • Around 1.5x damage per burst compared to regular pistol (if you hit both shots)





HEL Revolver (Bataldo 3RB)

  • Semi-Automatic Revolver
  • 8 Rounds in the Chamber
  • 100 Max Ammo (60 Starting Ammo)
  • Pierces Enemies
  • Average Reload Time (2.3 seconds)






Machine Pistol (Raptus Treffen 2)

  • Automatic Pistol
  • 50 rounds per Magazine
  • 534 Max Ammo (316 Starting Ammo)
  • Very High Rate of Fire
  • Short Range Weapon (Damage Falloff Starts at 5 meters)
  • Quick Reload (1.25 seconds)



HEL Autopistol (Raptus Steigro HEL Autopistol)

  • Automatic HEL Pistol
  • 60 rounds per Magazine
  • 520 Max Ammo (300 Starting Ammo)
  • Very High Stagger
  • Pierces Enemies
  • Quick Reload (1.3 seconds)
  • Does Less Overall Damage Compared to Machine Pistol
  • Early Damage Falloff (Starts at 5 meters)




SMG (Van Auken LTC5)

  • Submachine Gun (if that wasn't anymore obvious)
  • 50 round per Magazine
  • 403 Max Ammo (231 Starting Ammo)
  • Quick Reload (1.4 seconds)
  • Early Damage Falloff (Starts at 6 meters)



PDW (Accrat STB PDW)

  • Personal Defense Weapon w/ Thermal Scope
  • 32 rounds per Magazine
  • 385 Max Ammo (231 Starting Ammo)
  • Quick Reload (1.4 seconds)
  • Early Damage Falloff (Starts at 5 meters)
  • Medium Zoom Thermal Scope (Can see Shadows)
  • Low Overall Damage


Heavy SMG (Accrat ND6)

  • Submachine Gun
  • 33 rounds per Magazine
  • 339 Max Ammo (200 Starting Ammo)
  • Quick Reload (1.55 seconds)
  • Early Damage Falloff (Starts at 7 meters)
  • Does More Damage Compared to PDW & SMG



Carbine (Van Auken CAB F4)

  • 4-round Burst-Fire Carbine
  • 48 rounds per Magazine (12 bursts per mag)
  • 376 Max Ammo (214 Starting Ammo)
  • Quick Reload (1.6 seconds)
  • Average Damage Falloff (Starts at 10 meters)
Primary Weapons (Rifles and Shotguns)
DMR (TR22 Hanaway)

  • Semi-Automatic Designated Marksman's Rifle
  • 12 rounds per Magazine
  • 89 Max Ammo (51 Starting Ammo)
  • Average Reload (2.3 seconds)
  • Very Late Damage Falloff (Starts at 50 meters)
  • High Damage Per Shot
  • Bad to Hipfire
  • Medium Zoom Scope



Double Tap Rifle (Hanaway PSB)

  • 2 Round Burst-Fire Designated Marksman's Rifle
  • 14 rounds per Magainze (7 bursts)
  • 121 Max Ammo (79 Max Ammo)
  • Average Reload (2.15 seconds)
  • Very Late Damage Falloff (Starts at 40 meters)
  • High Damage Per Burst (More than DMR IF you hit both shots)



Assault Rifle (Malatack LX)
  • Automatic Assault Rifle
  • 30 rounds per Magazine
  • 342 Max Ammo (204 Starting Ammo)
  • Average Reload (1.8 seconds)
  • Average Damage Falloff (Starts at 10 meters)
  • Low Recoil



Burst Rifle (Malatack CH 4)

  • 3-Round Burst Fire Assault Rifle
  • 30 rounds per Magazine (10 bursts)
  • 308 Max Ammo (182 Starting Ammo)
  • Average Reload (2 Seconds)
  • Average Damage Falloff (Starts at 20 meters)
  • Low Recoil
  • Can Do More Overall Damage Compared to Assault Rifle (IF you hit your shots)



Rifle (Drekker Pres MOD 556)

  • Semi-Automatic Rifle
  • 14 rounds per Magainze
  • 135 Max Ammo (79 Starting Ammo)
  • Average Reload (1.9 seconds)
  • Average Damage Falloff (Starts at 22 meters)
  • High Stagger



Bullpup Rifle (Accrat Golok DA)

  • Automatic Bullpup Rifle
  • 40 rounds per Magazine
  • 346 Max Ammo (200 Starting Ammo)
  • Slow Reload (2.3 Seconds)
  • Average Damage Falloff (Starts at 10 meters)
  • Low Recoil
  • Slightly Lower Damage Than Assault Rifle


HEL Shotgun (Bataldo J 300)

  • Automatic HEL Shotgun
  • 14 shells in the Magazine
  • 97 Max Ammo (55 Starting Ammo)
  • Slow Reload (3 Seconds)
  • Early Damage Falloff (Starts at 4 meters)
  • High Stagger
  • Pierces Enemies


Sawed-Off Shotgun (Buckland SBS III)

  • Semi-Automatic Shotgun
  • 4 shells in the chamber
  • 45 Max Ammo (28 Starting Ammo)
  • Average Reload (1.6 seconds)
  • Early Damage Falloff (Starts at 6 meters)
  • High Stagger
  • Very High Damage (Can one-shot Strikers, Shooters, Chargers, and Scouts)


Slug Shotgun (Bataldo Custom K330)

  • Semi-Automatic Shotgun w/ Slug Shells
  • 6 Shells in the tube
  • 44 Max Ammo (25 Starting Ammo)
  • Slow Reload (2.5 seconds)
  • Early Damage Falloff (Starts at 6 meters)
  • High Stagger
  • High Damage
Special Weapons
Special weapons act in a similar way to your Primary Weapon, however, they are usually more specialized compared to your primary weapon, with each coming in handy in specific situations that you will encounter while in the depths.



Revolver (Mastaba R66)

This Weapon Is Best Used Against Smaller Enemies To Accurately Hit Their Weak Points
  • Semi-Automatic Revolver
  • 6 rounds in the cylinder
  • 52 Max Ammo (31 Starting Ammo)
  • Average Reload (1.75 seconds)
  • Average Damage Falloff (Starts at 12 meters)
  • Can one-shot Strikers and Shooters
  • Bad Hipfire
  • High Recoil



High Caliber Pistol (Shelling Arid 5)

Stronger Than The Revolver, The HCP Is Best Used To Target Weak Points of Bigger Enemies
  • Semi-Automatic Pistol
  • 7 rounds per Magazine
  • 31 Max Ammo (17 Starting Ammo)
  • Slow Reload (2.5 seconds)
  • Early Damage Falloff (Starts at 8 meters)
  • Can one-shot Strikers, Shooters, and Scouts (when hit in the head)
  • Bad Hipfire
  • High Recoil



Heavy Assault Rifle (Malatack HXC)

The HAR Is Most Useful Against Smaller Enemies During Door and Error Sequences
  • Automatic Assault Rifle
  • 30 rounds per Magazine
  • 149 Max Ammo (78 Starting Ammo)
  • Slow Reload (2.3 seconds)
  • Average Damage Falloff (Starts at 12 meters)
  • Lower Firerate Compared to Primary Weapon Assault Rifles



Short Rifle (Drekker CLR)

The Short Rifle Is Most Useful Against Hordes of Enemies
  • Semi-Automatic Rifle
  • 30 rounds per Magazine
  • 196 Max Ammo (108 Starting Ammo)
  • Average Reload (1.7 seconds)
  • Quick Damage Falloff (Starts at 8 meters)



Machine Gun V (Techman Arbalist V)

This Machine Gun is Best Used Against Hordes of Enemies
  • Automatic Machinegun
  • 40 rounds per Magazine
  • 169 Max Ammo (85 Starting Ammo)
  • Slow Reload (3.5 Seconds)
  • Average Damage Falloff (Starts at 15 meters)
  • Charge-Up Time of 0.4 Seconds Before Firing
  • Low Rate of Fire



Machine Gun XII (Techman Veruta XII)

Similar To The Machinegun V, However With More Ammo, Better Rate of Fire, and Lower Damage
  • Automatic Machinegun
  • 60 rounds per Magazine
  • 260 Max Ammo (130 Starting Ammo)
  • Very Slow Reload (4 Seconds)
  • Average Damage Falloff (Starts at 15 meters)
  • Charge-Up Time of 0.4 seconds Before Firing
  • High Recoil



Burst Cannon (Techman Klust 6)

The Burst Cannon Is Best Used Against Larger Enemies Due To Its Small Ammo Pool
  • 3-round Burst-Fire Rifle
  • 20 rounds per Magazine
  • 66 Max Ammo (30 Starting Ammo)
  • Slow Reload (3.7 seconds)
  • Average Damage Falloff (Starts at 15 meters)
  • Charge-Up Time of 0.7 seconds Between Bursts
  • Can Kill Big Strikers in One Burst



HEL Gun (Omneco EXP1)

With It's Piercing Rounds, This Weapon Is Best Used Against Hordes
  • Semi-Automatic Railgun (If You Have A Better Term For It, Please Share)
  • 9 rounds per Magazine
  • 44 Max Ammo (23 Starting Ammo)
  • Slow Reload (3.3 seconds)
  • Average Damage Falloff (Starts at 15 meters)
  • Charge-Up Time of 0.2 seconds per round
  • Pierces Enemies
  • Very Low Rate of Fire



Shotgun (Buckland S870)

The Normal Shotgun is Best Used Against Smaller Enemies that are in Hordes
  • Pump-Action Shotgun
  • 8 shells in the tube
  • 28 Max Ammo (14 Max Ammo)
  • Slow Reload (3 seconds)
  • Quick Damage Falloff (Starts at 40 meters)
  • Great at Hipfiring



Combat Shotgun (Buckland AF6)

Has Same Specialty as the Combat Shotty, but with quicker ROF and Less Damager per Shell
  • Automatic Shotgun
  • 12 shells per magazine
  • 69 (nice) Max Ammo (38 Starting Ammo)
  • Average Reload (2.83 seconds)
  • Quick Damage Falloff (Starts at 5 meters)
  • High Stagger



Choke Mod Shotgun (Buckland XIDST2)

The Choke Mod Shotgun Is Specialized Engage Larger Enemies at Medium to Short Range
  • Semi-Automatic Shotgun
  • 4 shells in the tube
  • 27 Max Ammo (15 Starting Ammo)
  • Average Reload (2.72 seconds)
  • Average Damage Falloff (Starts at 15 meters)
  • Very High Rate of Fire
  • Can One-Shot Scouts When In Range



Scattergun (Drekker ♥♥♥♥ Drei)

Highly Specialized Against Bigger and Special Enemies or to Stagger Hordes of Enemies, This Gun Is The Bonafide Tank and Mother Killer
  • Semi-Automatic Shotgun
  • 2 Shells Per Magazine (no idea why they don't just make it a double barrel)
  • 16 Max Ammo (9 Starting Ammo)
  • Average Reload (2.66 seconds)
  • Quick Damage Falloff (Starts at 4 meters)
  • VERY HIGH DAMAGE AT CLOSE RANGE
  • High Stagger



Precision Rifle (Drekker Del P1)

The Precision Rifle is Specialized to Fight Shadows and Snipe Smaller Enemies From Long Range
  • Automatic Sniper Rifle
  • 10 rounds per Magazine
  • 51 Max Ammo (27 Starting Ammo)
  • Slow Reload (3.3 seconds)
  • Late Damage Falloff (Starts at 30 meters)
  • Long-Range Thermal Scope
  • One-Shots Strikers and Shooters when hit in the head
  • Scope Makes It Difficult to Hit Moving Targets



Sniper (Koning PR 11)

Highly Specialized Against Bigger Enemies, the Sniper Provides Very High Damage at Long Range
  • Semi-Automatic Sniper Rifle
  • 2 rounds per Magazine
  • 15 Max Ammo (9 Starting Ammo)
  • Slow Reload (3.5 seconds)
  • Very Late Damage Falloff (Starts at 60 meters)
  • Can One-Shot Scouts When Hit in the Head



HEL Rifle (Omneco LRG)

Specialized for Hordes and Scouts, the HEL Rifle can pierce through 6 enemies
  • Charge-Up Semi-Automatic Sniper
  • 5 rounds per Magazine
  • 28 Max Ammo (15 Starting Ammo)
  • Slow Reload (3.2 seconds)
  • Late Damage Falloff (Starts at 40 meters)
  • Charge-Up Time of 0.12 seconds per shot
  • Cooldown Time of 0.75 seconds after each shot
  • Can One-Shot Regular Scouts
Melee Weapons
While there are many different melee weapons, they can be categorized into four different categories:
  • Knifes
  • Bats
  • Sledgehammers
  • Spears

While it is fine to choose your preferred melee weapon, it is HIGHLY RECOMMENDED to have at least one person bring a sledgehammer or spear variant to deal with scouts and giants

Knifes
Knifes are the smallest of the melee weapons, and with the smallest range as well. You will have to be practically right next to enemies in order to hit them. However, knifes also have the fastest attack speed, allowing for you to quickly move between smaller enemies before they can react to you. Be sure to hit smaller enemies' heads WITH CHARGED ATTACKS though, or you won't kill them.

Bats
Bats are similar to knifes in that they have a short range, however, they deal slightly more damage and slightly longer range at the cost of a slower charge-up time. Not many people use bats, as they are sort of a weak in-between of the knife and the sledgehammer.

Sledgehammers
Sledgehammers are the original melee weapon of the game, being around since early access first released and the go-to weapon for silently killing scouts. With a charge-up time of 1.8 seconds, you will need to be accurate. It should also be noted that sledgehammers attack occur from the top down, meaning that the swing will attempt to hit the highest point of the enemy.

Spears
Spears are the final melee weapon that is in the game. They have the same charge-up time as the sledgehammer (1.8 seconds), however, when you are moving when charging/charged a spear attack, your character will move at a slower pace. Additionally, you will need to be precise when hitting the enemy, as your strike will hit in the direct center of the screen, leaving little room for adjustment if the enemy moves mid-swing. This speed and accuracy debuff is countered by the spear being having the longest range and being the strongest melee weapon in the game.
Tools
Another decision that you will be making before you enter the hellhole is what tools you will be bringing. They each have a different function that will help your team in specific circumstances.

Krieger 04 Mine Deployer
  • Uses mines to kill enemies (Triggers when enemies pass by it)
  • 8 Mines Max Ammo
  • Place them on closed doors or walls for maximum efficiency
  • Can down you if you are in the blast radius
  • If one of your mines explodes during stealth, it is considered a silent kill even with the excessive noise
  • Mines can be shot



Stalwart G2 C-Foam Launcher
  • Max Ammo 60 (Starting Ammo 40)
  • Used to reinforce doors or can freeze enemies for a decent amount of time
  • Is easily replaced by C-Foam Grenades which do the same job in a shorter amount of time
  • Requires a charge-up to use
  • Reinforcing doors requires a significant amount of ammo
  • The C-Foam launcher is a silent weapon, meaning it can be safely used in stealth
  • Can be used to freeze Scouts to safely dispatch of them
  • Max ammo is 60 (5 full charges and a half charge)



Mechatronic Automated Sentry Gun
  • There are four types of sentry, a burst, HEL, shotgun, and sniper
  • Burst Sentry (256 Max Ammo, 171 Starting Ammo) (3 shots per burst)
  • HEL Auto Sentry (751 Max Ammo, 501 Starting Ammo) (Pierces Enemies)
  • Shotgun Sentry (66 Max Ammo, 44 Starting Ammo)
  • Sniper Sentry (32 Max Ammo, 21 Starting Ammo)
  • Is great for crowd control and early detection during alarm sequences
  • Strafing enemies can easily dodge the sentry
  • Placement is crucial to its effectiveness
  • Shotgun and Sniper Sentries shoot faster against Tracked Enemies
  • Can't detect Shadows unless with the help of a flashlight or Bio Tracker



Bio Tracker
  • Can be used an infinite amount of times
  • Person using Bio Tracker should have a mic
  • Can tag moving enemies, but after a short charge-up
  • After tagging, there is a cooldown time where you can't tag any more enemies
  • Can see up to 25/30 meters in the direction you are facing
  • Can help sentries kill Shadows (tag the Shadows)
Consumables
Once you and your team have finished setting up what you are bringing into the hole. You will enter the level and will find crates while progressing. These resource lockers contain resources that will help you on your journey. There are two types of consumables (Resource Packs and Utility), with you only being able to hold one of each.

One type of consumable that you will find is Resource Packs which will either refill your tools or ammo or heal you.
There are three types of resource packs: Ammunition, Medical, and Tool Refill. These amount of uses each pack has varies from 2 to 5.
  • Ammunition Packs will refill both your primary and secondary weapons to an extent, it depends on what weapons you bring that will decide how much the ammunition packs will refill your guns
  • Medical Packs heal you for 20% each use
  • Tool Refill packs refill your tools, with the increase depending on what tool you are using.
  • Disinfection Packs decrease your infection meter by 20% for each use

The second type of consumable are Utility items. These utility items help in various situations or areas where you might be.
  • Fog Repellers do as their name says and repels fog for a limited amount of time and to a small distance. You can find these in groups of 2 to 4
  • Lock Melters do exactly what their name implies, melt locks. Lock Melters can destroy both regular locks and electronic locks silently, allowing you to open lockers and boxes without risking waking the room. You can find Lock Melters in groups of 2 to 5.
  • Glow sticks are used to light up dark places and locate enemies. To an extent, they can also be used to see through fog! Glow sticks are usually found in packs of twelve and can be found outside of resource lockers (if you look hard enough) Glow sticks demand praise as they are our messiah from the darkness... PRAISE THE HOLY GLOW
  • C-Foam grenades have the same use as C-Foam launchers but are better than them in my opinion. With one grenade you can barricade a door or freeze a Scout/Sentry! They are single-use items and are one of the rarer consumables
  • Explosive Tripmines are the consumable version of the Mine Deployer. You can only carry one explosive tripmine at a time and are found in Digsite, Refinery and Storage Environments.
  • The Long Range Flashlight is an infinite use flashlight which is stronger than any flashlight auto-equipped to your guns or self. It can also be used to help sentries detect Shadows
  • I2-LP Syringe (Injury Infection Liquid Pharmacon Syringe) is a consumable that allows you to regenerate a small amount of health, ranging from from 5% - 15% at the cost of 3% - 10% infection. They are a single-use item and are quite rare to find.
  • IIx Syringes are consumables that give you a temporary 3x melee attack boost, allowing you to one shot giants with a sledgehammer or spear to the head, at the cost of 3% - 10% infection. It is singe-use item that can only be found in Lab environments.
Enemies
While your down in the darkness, there are different enemies that you will encounter and have to take care of. They vary drastically in how they function, so knowledge of what they do is crucial.

Note that any flashlight, if pointed at a sleeping enemy for long enough, will awaken and alert them to your presence

All enemies have four stages: Sleeping, Scanning, Pulsing, and Alert
  • When an enemy is Sleeping, they will either be in a full fetal position or standing with their stubby hands to their mouth/head. A sleeping enemy does not glow and pulse. This is the optimal time to move around.
  • When an enemy is Scanning, they will glow red and look up. If they are standing they will also extend their arms to the sides of their body. You can still move around but moving will put all enemies into the next stage.
  • When an enemy is Pulsing, you can hear a heartbeat and the light inside of them quickly moving up and down. DO NOT MOVE during this stage, as moving will alert them. You can look around, just don't walk.
  • The next stage is Alert, this is when the enemy is aware of your presence and will either attack you or alert the other enemies in the room to your presence.

There are some other mechanics to the Alert system that every player should know...
  • All enemies will instantly become alerted, no matter which stage they are at, if you bump into them. So be sure to look around when moving as to not bump into anyone
  • If you kill an enemy and there is a nearby enemy scanning, they will become Alerted
  • It is possible to kill an alerted enemy before it screams and alerts the others in the room, thus maintaining stealth. So don't give up if an enemy is alerted to you, kill it fast enough and you can maintain stealth for the room.
  • Shooting into a room where there a still sleeping enemies will alert every enemy in that room

A unique thing about GTFO enemies to know: Even if an enemies head/limb/torso is removed from the body, they might still be alive
The best indicator of knowing whether an enemy is dead or not is to check the crosshair to see if a broken orange X flashes across the screen

Strikers/Grunts/Small Melee










Strikers are the weakest and most common enemy in the game. You can find them in either a fetal position or standing up. The best method of killing them is a fully charged melee swing to the head in stealth. For loud, shooting them in the head is advised but be aware that even with no head, they may still be alive. The striker's method of attack is to get into a certain distance of you and then use their intestinal mouth (I'm not kidding, they have that) to hit you. A person can counteract this attack by hitting them in the head, staggering them. The striker's attack has a small charge-up period in which they stand still and can be easily hit.

Shooter










Shooters are similar to grunts in that they are very common and are very weak alone. They can be distinguished by the bulbous outcrops coming from their head, it is also where you can see if they are scanning or not. Their method of attack is to shoot a ranged, glowing 'arrow' at you which can also track you. This 'arrow' is dodgeable if you strafe it. They will keep their distance from you if alerted, so make sure to aim your shots well. The preferable method of execution is a fully charged melee to the head. Something to remember about these enemies is that even if they are just a torso and legs, they might still be alive.

Hybrid




















Hybrids are a mix of a striker and a shooter that is bigger in the size. It can be distinguished by its pale color, similar to shooters and strikers, and spikes that are sticking out of its head. Hybrids have two different methods of attack, depending on their position to you. If they are far away, Hybrids will shoot a volley of projectiles at you, dealing a fair amount of damage. If they are close to you, the hybrid will come up and start to punch you. These enemies have a high amount of health and should be taken down quickly.

Giant/Big Guy










Giants are bigger, stronger version of strikers that have much more health, can hit you much harder and farther away, at the cost of being much slower. They are distinguishable by their size, mouth, black stomach area and lower growl when compared to strikers and shooters. They have the highest single attack in the game as they can knock 40% of your health in one hit. If you want to stealth kill this monster, have you and all your teammates surround it and hit it at the same time with fully charged swings, leaving the giant in a constant state of stagger. The stealth method can be dangerous for players under 40% health if not done correctly as the brute might flail in a circle, downing everyone. During loud sections, aim for the head and stomach to stagger it.

Big Shooter










Big Shooters are the bigger and stronger versions of shooters, similar to the relation between Giants and Strikers. They can be distinguished by their red hue, large size, and bulbous outcrops. A big shooter is stronger than a shooter in its ability to shoot three 'arrows' at a time instead of one. It maintains the same attack strategy as shooters but is a tad bit slower than them. You can kill big shooters stealthily the same way you kill giants, but compared to giants they are much safer to kill close ranged as they don't have a melee attack.

Scout










The scout is a special type of enemy in the fact that it doesn't have a sleeping state and can be pinged with the Bio Scanner at any time. It can found in two different ways, standing up or crawling on all fours. The crawler scout is much more dangerous because it moves much faster and is harder to hit on the head. While the other enemies are sleeping, the Scout patrols the room and occasionally stops and extends tendrils which, if touched, will retract and cause the Sentry to enter a state of invulnerability. During this invincible state, the Scout will turn blue and emit a loud screech which alerts all other enemies in the room and in adjacent rooms. Along with alerting all other enemies, it will also cause a wave of enemies similar to a single wave in an alarm sequence. After alerting other enemies, the scout will become vulnerable again and will act like a big shooter. There are two optimal ways to kill a scout. The first way is to shoot it in the head with a high damage weapon. The other way is to use C-Foam to freeze the scout, approach it and kill it with a fully charged melee attack.

Charger Variants









Chargers are a variant of the striker, giant, and scout. Chargers can be distinguished by their dark skin tone and the spikes on their head. They do not go into fetal position and are always found standing up. Due to their darker skin tone, they are harder to spot and it is harder to see if they are scanning. It is also harder to hear if they are pulsing as they are quieter than their normal counterparts. The regular charger's attack method is also different, charging you and rapidly attacking you with their fist, with each hit knocking 4% of health from you. An important note about chargers is that they can't be killed with a fully charged swing to the head. The only way to kill a regular charger in stealth with one hit is to hit them in the back of the head with a fully charged melee attack.
More Enemies
Shadow Variants





Shadows are a variant of strikers, giants and scouts that are almost impossible to see in the dark and, when seen, look like shadows. They are killed in the same way as strikers, giants and scouts and have the same behavioral patterns, but are dangerous in the fact they are very hard to see. Sentries alone can't see them, requiring someone to using a flashlight or biotracker to help them spot them. Tracking shadows with the biotracker is the most optimal way of dealing with them.






Nightmare Variants






Nightmare variants are one of the newest additions to the game, being only in Rundown 8. Nightmares come in two different types, nightmare strikers and nightmare shooters, though it is very hard to tell the difference at first glance. Nightmares can be identified by HAVING NO DAMN HEAD and instead having tentacles that are lingering in its stead. Nightmare variants have slightly more health than regular enemies and deal more damage, thus they should be approached with caution. Their only weakpoints are their back and the tumors that appear on their chest.














Flyer


Flyers are (of course)) flying enemies that start to appear in Rundown 6. This enemy can be identified by it flying through the ♥♥♥♥♥♥♥ air, and its circular appearance with tendrils extending from the circular main body. These enemies are quite hard to hit as they are constantly moving around in the air and changing position, only sitting still to shoot projectiles at you. When the flyer is shooting at you is when it is at its weakest however, as you will be able to see its orange innards, which if hit allow you to swiftly kill it. Flyers mainly appear in groups so if you see one, expect to see at least 4 more.
Environmental Danger
Infection Fog
Infection fog is a fog that is similar to regular fog, except that if you stay in it, it will cause your infection rate to increase and your health to decrease. Infection rate lingers with you until you can find and use a disinfection pack, which are found in lockers.

Sacks/Spitters




















Sacks are annoying as hell bulbous outcrops that can be found anywhere in an area on ceilings and walls. Their danger comes in the fact that if you get too close to them without noticing, they will 'burst' and cause your infection rate to rise and possibly take damage. The way to deal with them is to shine a flashlight on them to cause them to shrivel up, which prevents them from bursting. Be wary though as it may take some time for them to shrivel up.
Terminals
In every zone, there are terminals that can used by all players. Only one person can use them at a time, but they are crucial for getting through missions.
There are certain codes that you need to enter to see what you want though

These codes are listed here:
Query
Query is an entry used to find items that are not in your current zone
Example: Query HSU_833

Ping
Ping is used to find the area in which an item is found. Know that ping only works if you are using a terminal in the zone that the item is located in
Example: Ping ID_654A057

List
List can be used to list all the items in the map. To see all the items in a zone, you need to be a bit more specific
Examples: List (Lists everything)
List 65 (Lists everything in zone 65)
List 65 ID (Lists all IDs in zone 65)

Reactor Codes
Reactor codes are special in that they are only used in reactor missions where you have to either turn on or shut off a reactor
Examples: REACTOR_STARTUP (used to start defences in reactor startup missions)
REACTOR_SHUTDOWN (used to start defences in reactor shutdown missions)
REACTOR_VERIFY CODE (used during defences to progress to next part of defence)

NOTE the CODE part of the reactor verify changes every time, but there will be a prompt that shows up on the screen that tells you what the code is


Alarm Sequences
Alarm sequences occur when you and your team reach a door and there is red text saying that there is an Alarm. DON'T OPEN THE DOOR IMMEDIATELY. Prepare first.

Once you have prepared (mines and sentries are placed and everyone is huddled by the alarm door), start the alarm sequence. There will be a bio-scan where everyone in the team will have to stand inside of a designated circle (it glows orange!). After this first bio-scan, there will be a white holographic line that you will have to follow. It doesn't go to the same place every time, so make sure to keep your eye on it. Once this white line reaches a certain place, it will either stop, split off into two lines, or split off into four lines. At the end of these lines, there will be red circles that you and your team will have to stand in. The alarm sequence will continue indefinitely until you stand in these circle, so it is crucial that you get these done as fast as possible. Once you have stood in these circles long enough, they will disappear, which means you have finished the scan in that point. Once all red circles have disappeared, the white line will move to another place and you will have to repeat the process again. The Bio-scan process of standing in the red circles varies from needing to do a single round of red circles to up to four rounds.

Tips for Getting Through Bio-Scan Sequences
  • Always have your gun out, you never know when the enemies will come at you
  • Closed and barricaded doors aren't safe doors, they will first break through the barricade and then break through the door
  • Close all doors in the room that contains the alarmed door, the seconds that the enemies are trying to break through the door are seconds that you can use to stand in the bioscanning circles
  • Place mines on closed doors, they are the best place to put your mines as the enemy bunches up beyond the door while trying to break through
  • When there are only a few enemies left (usually archers), pick up your sentries and melee as to not waste sentry, primary, and secondary ammo reserves
  • Enemies will spawn at a point with the most direct route to the door. So if you are in a room with two paths of entry, the enemy will spawn nearest to the point of entry that is quickest to enter (i.e. Breaking through a single foamed door rather than going through two doors)
  • Spread your turrets out, so they can kill as many enemies as possible. When bunched up, they may aim for the same enemy, leading to wasted ammo
  • Place sentries on the other side of doors (facing the doors) that lead to your area. Enemies bunch up on the other side of the door as to try and break it down, this helps your turrets kill more enemies.

Tips for Getting Through Flush Sequences
Flush Sequences are what I call the new sequence where, instead of having to stand in certain places, the door automatically opens but you have to defend yourself against a horde of enemies
  • Flush sequences are distinguishable from sight as people can see coagulated blood on the door's hatches
  • To prepare, coordinate a fall back point to where your team will run to when the door opens, there are too many enemies for you to hold your ground safely
  • Use unbroken regular doors as a fallback point, place sentries on the side of the door where the enemies come from and close the door when all team members are through
  • C-Foam Grenades are very helpful in this sequence as you can C-Foam an unbroken regular door and let sentries take care of the enemies for you
  • There are only a set amount of enemies, so don't feel constrained by time to take them out... play it safe
Sting's Tips to Beginners
  • When using your weapons, make sure that your primary and secondary have about the same percentage. This ensures that you aren't wasting the uses of your ammo refills.
  • Talk! Getting through levels relies heavily on cooperation!
  • Don't excessively use your health kits, if a person is at 10% health, wait for them to regen to 20% before giving them a dose of medicine!
  • Prioritize sentries before other tools! They are useful in the most amount of situations, so the person holding them should get priority when it comes to tool refills
  • Praise the Holy Glow! Glow sticks are common and can help you spot enemies in the dark. Throwing a glow stick before an alarm sequence will increase your chances, but doesn't ensure success! They also don't alert enemies when thrown, even if the glow stick hits the enemy!
  • Use terminals frequently! They can help you locate where your objective(s) is and also help you find resource crates!
  • Bio Trackers can be used during alarm sequences to help the other players see where enemies are!
  • A Long Range Flashlight can help sentries spot Shadows!
  • Chargers are easily staggered when shot in the head
  • Reload often! You don't lose any bullets when you reload!
  • C-Foam grenades can be used to freeze Scout/Sentries, allowing you to whack them with melee safely and silently
  • The AI prefers to funnel than spread out, if your whole team gets close together, the AI enemies will bunch up (meaning that they will be easier to kill)
  • When entering rooms with multiple security doors, always do alarmed doors first. This helps you ensure that they are only coming from one place. (i.e. Enemies can only come through one door rather than two or three)
  • Stay out of infection clouds as much as possible, they damage you and there is almost always another way around
  • When dealing with sacks, have a designated person using the flashlight to keep the sacks shriveled. There are sometimes regular enemies nearby the sacks so be careful where you direct your light
  • Infection rates work side-by-side with your health, so if you have 23% infection rate, your health can't go higher than 77%
Exit
So that is everything I have to teach you at the moment! Hope you learned something from this and maybe we'll meet in game someday!

Good luck... you'll need it...



If there is anything that I missed, please leave a comment and I will fix it!
28 Komentar
Golden Member 8 Jan 2024 @ 8:12am 
nice
Jaks1 23 Jul 2021 @ 1:45am 
This guide is outdated a bit now. Just so u know
Leonidas Dragneil 24 Feb 2021 @ 4:25pm 
You should cover the Auto Sentry and the New Mine (Deployable and C-Foam) too
Rippa 26 Jun 2020 @ 9:54pm 
@stingblaze did you cover syringes? I am looking for info on it
StingBlaze  [pembuat] 6 Apr 2020 @ 6:36pm 
ok, since there is another person who is saying that it doesnt work, i will remove it from the guide.
dh3014 6 Apr 2020 @ 5:29pm 
No, I don't think you can locate anything to a specific area outside the same zone.

screenshot
StingBlaze  [pembuat] 2 Feb 2020 @ 12:21pm 
ok i think I know why it isnt working for you. since nothing popped up (the first entry is how to enter it) that means that there is nothing in zone 49a. If it does not work again, i will remove the that entry from the guide
StingBlaze  [pembuat] 1 Feb 2020 @ 7:31pm 
it should work Orbry, i have done it before...
StingBlaze  [pembuat] 28 Jan 2020 @ 6:13pm 
Thanks for the tips @< blank >, I have just added them to the guide!
< blank > 28 Jan 2020 @ 5:05pm 
Sentries can also detect Shadows with the Bio-Tracker marking, not only with the help of a flashlight