GTFO
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GTFO Speedrunning and Solo-ing: Tips, Tricks and Other Info
Készítők: TwentiethOrphan és 1 közreműködő
Hey. This is a guide meant to show some speedrunning and solo-ing knowledge concerning GTFO the game. Want to learn how to do some goofy stuff? Well I got some bugs that the tencent chambers will never fix ;)

[DISCLAIMER]
  • This guide will not teach you how to be a good player. The assumption of you reading this guide requires you to have previous or existing knowledge of the game, its enemies, and how to run and jump. If you cannot run, tense that SHIFT organ.
  • This guide is meant to inform users some methods of increasing their speed in expeditions and some tricks to make certain parts faster. This does not mean your first run will be guaranteed a completion or 1st place World Record speedrun if you decide to use them.
  • This guide is not a cumulative of all information available in speedrunning, which includes item spawn images of things, so make sure to consult other players with experience, useful media such as on YouTube to learn strategies and techniques, or join the speedrunning discord.
  • Reading this guide and using its provided information requires time, on top of the time needed to actually play the game using this knowledge. If you don't have the time, I would not recommend trying this unless you have the utmost dedication in doing so. There is a lot of info here which not only will teach you what it is, but that these are not cheats or mods. I say this because pubs for this game are honestly astonishing to be with.
Any suggestions, constructive criticism, or concerns should be left in the comments for us to respond to. Much of this content is very niche, as is with many speedrunning tech, so pubs are likely going to accuse you of cheating if they don't know any better. Upcoming, In-progress, and Completed changes will be listed below. The guide will be updated if new info that is worth adding or if errors are encountered.
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︾ Changes ︾
» Upcoming Changes
  • N/A

» In-Progress Changes
  • N/A

» Completed Changes
  • This guide is hereby receiving no further updates. If you find inaccuracies in information, you can leave comments regarding it. Follow some of the other vet players if you wish to learn certain new or old tech.
Chapter 1 - Expedition Preparation: Table of Contents
◆ 1.1 - Melee Choice
┕ Choose a melee weapon that suits either your gameplay style or the expedition in question.

◆ 1.2 - Terrain
┕ Analyze terrain to determine the most efficient routes for travel.

◆ 1.3 - Stamina
┕ Manage and maintain stamina for the quickest runs.

◆ 1.4 - Aggressive Stealth
┕ Stealth rooms by aggressively waking and subsequently killing enemies with the aid of your team and avoid crouching everywhere (not always an option).

◆ 1.5 - Scanning Effectively
┕ Do team scans at the quickest speed while avoiding death.

◆ 1.6 - Wave Capping
┕ Abuse the maximum allotment of enemies during alarm sequences to make scans easier.

◆ 1.7 - Speedrunning Community
┕ Connect with the community to learn the best paths and strategies to make runs as fast and efficient as possible. Upload and share your runs to others to show how much time you have on your hands.

◆ 1.8 - ALT://ernate Considerations
┕ A FAQ section for some potential questions people may have and want answered or questions asked that have received a response.

◆ 1.9 - AI "Intelligence"
┕ For those who want to speedrun with bots or, in general, do runs with them.

◆ 1.10 - OG Rundowns
┕ These old builds are not intended to be played and are not officially supported in the GTFO discord or the speedrun.com website. This is for personal use/gloating purposes only. Enjoy ;).

◆ 1.11 - Modded Rundowns
┕ Discuss the modded rundown experience, the installation process, its restrictions and the rundowns currently acceptable for submissions as of the writing date.

◆ 1.12 - R8A2 Code
┕ Provide a list that I may hopefully maintain of R8A2 codes generated in R8B2 for the playerbase and/or speedrunners.

◆ 1.13 - R8 New Content
┕ Talk about new R8 content because some stuff is done slightly different than traditional expeditions.

◆ 1.14 - Know the Maps
┕ Just a section dedicated for Eva's guide for maps that I am too lazy to make. You can always join the speedrunning discord for info like this.
‎ ‎ ‎ ◆ 1.1 - Melee Choice
The Preparation
Before dropping into an expedition, you should know what it has to offer. For instance, if you are doing an A1 speedrun, then it is likely beneficial to have everyone but 1 or 2 individuals who take a bat/sledgehammer for giants or a more powerful special weapon like a sniper to dispatch them as quick as possible.

Melee Selection
Currently, we have access to 4 different melee weapons:
  • MACO Drillhead Spear (or re-skins)(with precision multipliers)
  • Santonian HDH Sledgehammer (or re-skins)
  • Kovac Peacekeeper Bat (or re-skins)
  • Mastaba Fixed Blade Knife (or re-skins)
Above are ranked the melee weapons from highest damage to least damage and least to most mobility, respectively. It is unlikely you will need a spear as you cannot run with it, however, in certain expeditions that require sneaking otherwise face certain failure, it can be taken for its greater damage multiplier and range, making it a great deterrent to giants during stealth.

Melee / Silent dispatching


Mastaba Fixed Blade Knife
A knife is better at killing very crowded areas of small enemies, however, if the stab is missed then you will face damage penalties due to the knife's reliance on multipliers to kill a single enemy. A knife is able to kill "any" enemy, however, it depends on if you want to take the time to do that on certain enemies. A knife can be used, practically, for the following enemies:

  • Small Striker: 1 Full Charge (head/occiput)
  • Small Striker Nightmare: 1 Full Charge (back tumor)
  • Small Shooter: 1 Full Charge (head/occiput)
  • Small Shooter Nightmare: 1 Full Charge (back/front tumor)
  • Baby Striker: 1 Full Charge
  • Baby Striker Nightmare: 1 Full Charge
  • Charger: 1 Full Charge (back(sleeping)) + 1 Full Charge (back)
  • Scout: 1 Full Charge (occiput)
  • Shadow: 1 Full Charge (head/occiput)
  • Shadow Scout: 1 Full Charge (occiput)
  • Zoomer Scout: 1 Full Charge (occiput)


Kovac Peacekeeper Bat
A bat is a great weapon due to its flat damage rate. With the flat damage rate, you can 1 tap locks and do the same damage to a door with a tapped hit as a full charge. The usefulness of a bat is shown when you want to stagger everything in your way. You can bully a giant or even a hybrid by using the bat's stagger ability and stun lock them for allies. A bat can be used, practically, for the following enemies:

  • Small Striker: 1 Full Charge ((head/occiput)
  • Small Striker Nightmare: 1 Full Charge (back tumor)
  • Small Shooter: 1 Tapped Hit (occiput)
  • Small Shooter Nightmare: 1 Full Charge (back/front tumor)
  • Baby Striker: 1 Full Charge
  • Baby Striker Nightmare: 1 Tapped hit
  • Charger: 1 Full Charge (back) + 1 Full Charge (anywhere)
  • Scout: 1 Full Charge (occiput)
  • Shadow: 1 Full Charge (head/occiput)
  • Shadow Scout: 1 Full Charge (occiput)
  • Zoomer Scout: 1 Full Charge (head/occiput)


Santonian HDH Sledgehammer
The sledgehammer, at least for the EA veterans, is the iconic melee weapon of choice for many. Sledgehammer is all-around balanced for all circumstances whether for dispatching giants or rooms of small enemies, sledge has you covered. The sledgehammer deals significant damage when fully charged, letting you solo giants. A sledgehammer can be used, practically, for the following enemies:

  • Small Striker: 1 Full Charge (anywhere)
  • Small Striker Nightmare: 1 Full Charge (back/front tumor)
  • Small Shooter: 1 Tapped Hit (occiput)
  • Small Shooter Nightmare: 1 Full Charge (back/front)
  • Baby Striker: 1 Tapped hit (occiput)
  • Baby Striker Nightmare: 1 Tapped hit
  • Charger: 1 Full Charge (back)
  • Scout: 1 Full Charge (head/occiput)
  • Shadow: 1 Full Charge (head/occiput/back)
  • Shadow Scout: 1 Full Charge (head/occiput)
  • Zoomer Scout: 1 Full Charge (head/occiput)
  • Nightmare Scout (w/foam) 3 Full Charge each (back tumor + front tumor)
  • Giant Striker: 1 Full Charge (occiput) + 2 Full Charges (back)
  • Giant Shooter: 2 Full Charges (occiput)
  • Hybrid: 2 Full Charges (occiput)
  • Snatcher: 6 Full Charges (back)
  • Giant Charger: 3 Full Charges (back / back o/limbs)
  • Giant Shadow: 3 Full Charges (back / back o/limbs)
  • Charger Scout: 1 Full Charge (back) + 1 Full Charge (anywhere)
  • Mother/Birther: 10 Full Charges + Literally anything (tumors)
  • PMom/Queen: 25 Full Charges + Literally anything (tumors)


MACO Drillhead Spear
The spear is the only melee weapon that does not allow the user to run while charging it. (NOTE: Despite what is stated in the ALT://R6 update, you CANNOT run while charging it. You can technically, yes, but it's not at the running speed of sledge, bat, or knife. This misinformation only serves to comfort those who will believe anything the devs say despite the actual change in patch notes would be more appropriate to state: "Increased running speed while charging") The spear does by far the most damage due to its larger precision multiplier bonus, has the longest range, and its attack direction is easy to predict. The spear can be ideal for the new players to have a more damage-oriented melee, however, it is not very good with tackling a room filled with enemies, especially when doing aggressive stealth. A spear can be used, practically, for the following enemies:

  • Small Striker: 1 Full Charge ((head/occiput/back)
  • Small Striker Nightmare: 1 Full Charge (back/front tumor)
  • Small Shooter: 1 Full Charge (head/occiput/back)
  • Small Shooter Nightmare: 1 Full Charge (back/front tumor)
  • Baby Striker: 1 Tapped hit (occiput)
  • Baby Striker Nightmare: ~30% Charge
  • Charger: 1 Full Charge (back)
  • Scout: 1 Full Charge (head/occiput)
  • Shadow: 1 Full Charge (head/occiput/back)
  • Shadow Scout: 1 Full Charge (head/occiput)
  • Zoomer Scout: 1 Full Charge (head/occiput)
  • Nightmare Scout (w/foam) 2 Full Charge (back tumor) + 3 Full Charge (front tumor)
  • Giant Striker: 1 Full Charge (occiput) + 1 Full Charge (back)
  • Giant Shooter: 2 Full Charges (occiput)
  • Hybrid: 2 Full Charges (occiput)
  • Snatcher: 7 Full Charges (back)
  • Giant Charger: 4 Full Charges (back)
  • Giant Shadow: 4 Full Charges (back)
  • Charger Scout: 2 Full Charges (back)
  • Mother/Birther: 8 Full Charges (tumors)
  • PMom/Queen: 19 Full Charges + 1 tapped hit (tumors)

Summary
All in all, there is a general rule for each melee weapon used. Knife specializes in small enemy kills in rapid succession and consumes no stamina. The bat is a stronger and more rounded melee with great staggering power for small and larger enemies alike, consuming slightly more stamina than a knife. The sledgehammer is a very good melee, able to deal significant damage on its own while also causing the most stamina drainage on the player. The spear, similar to the sledgehammer, consumes the same stamina values, however, deals a lot more damage (with precision multipliers) and with the only downside being the inability to run while you charge it.

What about my guns?
That is for you to decide. Each expedition may require a different set of weapons or tools. Ask your fellow speedrunners in the speedrunning community for help in choosing what might be just right for you. Alternatively, look at existing speedruns posted and analyze the team’s weapon choices to grasp how they choose to tackle the expedition.
‎ ‎ ‎ ◆ 1.2 - Terrain
Limited Tilesets
Terrain in this game is easy to use to your advantage because the devs have very little tiles that they actually use. For what the "alternate" rundowns present, you don't see much of a difference other than environmental changes such as a barrel or box here and there switched around. Some objects in the environment can be used to your advantage, like slanted walls to climb up or barrels next to ladders you can jump and climb the ladder faster.

Enhancing speed
You should be looking for ways to enhance your run’s speed by doing some intelligence collection runs. For instance, make sure to use objects to jump and climb ladders so that you can get up it faster or look for parts of the ground just large enough to stand on to skip obvious paths.You can even use fall damage to your advantage by taking a fall just enough to not do significant harm while saving many seconds. It should be noted that you likely won’t get a WR on the first go, however, if you want to see methods of getting faster runs then check out videos uploaded on the speedrunning site (see section 1.7)

Enemy Funneling
Enemies in GTFO, whether it be a normal striker or tank, will take the path of least resistance, i.e., the path that is both the closest and easiest to penetrate through. Whether you are speedrunning or not, it is good to funnel enemies either in 1 specific direction or through a passageway to make recoil or ammo cost a concern you can throw aside. To funnel enemies you can choose to leave certain doors open and others closed for enemies to take a longer path and funnel much easier or just back off to a security door opening and hug one side so that the majority of enemies will come from that direction. It is important to take into consideration the expedition you are doing and whether it is beneficial or where it can be done.

Crouch Jumping
Something interesting is that crouch jumping is slightly higher than regular jumping. Now, it should be understood that if you HOLD the space bar you will jump for a longer duration than tapping it. This is sometimes needed when scaling something where you need just a few cm of extra jump height. Crouch jumping has a little more extra height to it that regular jumping and combining it with holding the space bar until the peak will allow you to scale things that weren't really meant to be. You can keep this in mind and test it on certain things to then use in similar expedition tilesets.
‎ ‎ ‎ ◆ 1.3 - Stamina
"Anti-Kiting Measures"
Stamina or, as what the devs called it for some reason, "Anti-Kiting Measures" prevents a player from running indefinitely like you could in the Early Access rundowns and pre-alpha. You can entirely bypass this by blackhopping (see ◇ 2.1 - Blackhops for more details), or you can conserve and manage stamina. The higher the pulse of a player, the less that they can run or do actions such as charge your melee weapon or time it takes to shove.

Stamina Management
Many different things affect a player's stamina and how fast it can increase. The act of running, jumping, or meleeing enemies consumes a player's stamina. The more of these things you do the more tired your player becomes and the slower you will be. Once your BPM starts to spike upwards of 140 BPM or more, you want to start to slow down by walking or kiting enemies if that is necessary. If enemies are alerted to your presence then your heart rate will increase faster than without enemies alerted. After approximately 2.5 seconds of not consuming stamina, the player will regenerate their stamina.

Melee's affects on stamina
Each melee weapon affects the player's stamina differently. The following video made by the great The Real Kherpi has described these statistics.

All credits go to The Real Kherpi and all affiliated parties.

Something not mentioned here is that while, yes, you will have less stamina to use in-combat than you will outside of it, that does not happen until you actually consume stamina. So, for instance, if you enter combat and only walk, you will have the outside combat cap of stamina.
‎ ‎ ‎ ◆ 1.4 - Aggressive Stealth
The new metaverse
Aggressive Stealth is where you get more comfortable game and its mechanics. After you get comfortable with crouching around and silently taking out sleeping enemies, start trying to walk around and do the same thing. This is the basics of aggressive stealth, where you are playing...well...more aggressively. Once you grow comfortable enough to walk around and kill enemies, you can hard alert enemies by running and killing. If you do wish to run around during stealth, you should know that running within 8 meters of sleeping enemies will wake them. Your team should understand that you are doing this because if you run through a room filled with enemies and your team chooses to go crouching, things will get very rough very fast.

Team coordination
Your team should know what to do during aggressive stealth. For instance, you have a room of 10 sleepers that you must kill. You all run in and the person in front of the group will kill the nearest enemy to him and avoid the attacks of other enemies to kill the next closest one. This will happen until all enemies are dead. Meanwhile, the rest of the team is doing cleanup to make sure that none of the enemies that woke up from the monkey in the front of the group can scream.
‎ ‎ ‎ ◆ 1.5 - Scanning Effectively
How to complete scan effectively
In speedrunning, you cannot spend 15 minutes to search for all the resources or kill every enemy. You must go through and complete scans even it it needs you to wake every enemy in the room. While this might seem like a bad idea, this is actually very helpful because those same enemies add towards the wave cap which makes waves spawn less enemies and are delayed longer. Make sure that if you have venn diagram scans (overlapping scans) that you take advantage of them, especially if said scans are larger scans or even standing scans.

To door or not to door
In really easy expeditions like A1 you can forgo the use of doors and rely more on your weapons to combat the enemy waves while in much harder expeditions you may want to use all or most doors as possible. For instance, in speedrunning R1A1 you can break all doors with melee (assuming you are doing this with someone other than yourself) and ignore any enemies that wake up. Run to the scan and start it immediately while fighting the enemies that are getting close. If you want to see good strategies, check the speedrun videos of other players to try to maximize your own speed.
‎ ‎ ‎ ◆ 1.6 - Wave Capping
What is Wave Capping
Wave capping is the tactic of taking advantage of a maximum allotted enemy count on the map at a time, excluded existing sleeping enemies. There cannot be more than [INSERT] enemies at a given time, be it a surge alarm or class X. You can take advantage of levels by using existing enemies to your advantage to speed through entire zones and complete objectives while diminishing the threats you need to face.

Wave Capping Advantages
The advantage to wave capping enemies is that you can make scans that would once be really difficult on their own and make them slightly or even significantly easier for a group that takes very little time in resource scavenging. For instance, in R6D1 you have the option of entering the rightward security door from the warden door which leads to the reactor, or you can, instead, skip all that and go straight for the warden scan and use the plethora of enemies in that room to delay waves. Some giants spawn in this area which makes it even easier due to their slow attack and walking speeds.

What if I don’t believe in my own abilities?
To wave cap is not hard, however, it is good to note that specific enemies are easier to use towards wave capping than others. For instance, the following enemies are easily managed by player(s) who want or need to do it to accomplish their goals:
  • Giant Stiker
  • Shadow Striker
  • Giant Shooter
  • Shooter
  • Shocker
These enemies are by far the best for wave capping due to them being low threat, if you’re careful and can dodge them/kite and their slow attack and walking speeds. To effectively use them for wave capping, like for instance in a charger alarm (see R6D2 error alarm zones), wave capping big stickers that you can then kite makes the scan significantly easier than dealing with fast chargers and big chargers that are an extremely large threat in huge crowds.
‎ ‎ ‎ ◆ 1.7 - Speedrunning Community
What is speedrunning?
The general premise of speedrunning is the total disregard for slow and steady stealth replaced with constant running and gunning, countering the whole "GTFO experience" ♥♥♥♥ that the devs ruined recently with guns being too beefy despite carbine getting its first debuff in centuries at the time of ALT://R4's release which is barely even noticeable and is just a poor excuse to fill up the patch notes. Want to talk about speedrunning? Join the discord or submit a video clip of your run and end time to the speedrunning webpage for GTFO and the specific expedition be it the Tutorial or R5E1://EXT - KDS Deep.

Links

For the speedrunning discord ask people in the official GTFO discord, the link is here.[discord.gg]

Explanation of run categories
There are basically 2 types of runs in GTFO speedrunning:
  • Restricted and
  • Lawless

Restricted runs are essentially runs that cannot contain use of a major glitch such as the doorbug method. If any major glitch is used during the run, the speedrun can no longer be classified as restricted...because restricted restricts you from using them...duh.

Lawless means you can go at it HARD with anything from logs to boosters or, everyone's favorite...DOORBUGGING! a bug that has yet to be fixed ;). Anyways, if you decide to use doorbug or something similar that would be considered a major glitch, then your run would fall under the lawless category.

Percentage of expeditons completed
There are 2 categories of expedition completions in GTFO:
  • Any% and
  • 100%
Any% would apply to doing just the high/main objective of an expedition. It would also apply to doing other objectives too if you'd wish, however, it cannot be all as it would fall under 100%. As stated by moderator Voidspace in a forum discussion about the difference of 100% and Any%,

"100% runs pertain to levels that are applicable to this. Any rundown expeditions that do not have optional objectives will be placed under Any%"

So, please, submit completions of ALT://R1-R3 as Any% because there are no optional objectives for those rundowns. Beating an expedition as Prisoner Efficiency (PE) would be classified as a 100% speedrun. You can choose to do any of these speedruns:
  • Solo,
  • Duo,
  • Trio or
  • Full Team
The decision is entirely up to you and your team (if you have one). Do note, bots count as players and cannot be used to substitute true solo, duo, or trio runs. Happy speedrunning!

Run submission
GTFO speedrun submissions have strict regulations tied to runs that are displayed clearly on the official speedrunning website. The typical no cheating and full video proof must be provided with your submission. You must also provide your logs file for verification of speedruns. Voidspace has provided a video detailing the process and explaining away how to access and provide them.
‎ ‎ ‎ ◆ 1.8 - ALT://ernate Considerations
Will I be able to submit any modded content?
No. Modded content is not supported (in the official discord server) and the devs will never introduce any support for them even if it means revitalizing the game after R8. If you are that interested in talking about modded content, join the unofficial GTFO modding discord server where you can find not only people interested in playing or talking about modded content but the creators of that very content as well. Here is the link to the discord: https : // discord. gg /gtfomodding

Can I submit speedrunning or solo-ing old OG rundowns now?
With a short conversation between me and Eva, a moderator and prominent speedrunner in the GTFO community, there will be no support for submissions of old rundowns Eva has described the reasoning for that as follows:

D4RKEVA eredeti hozzászólása:
"To give some reasons for that.
  • Old rundowns (Pre-R7 specifically) have a lot of unique bugs and stuff we [would] need specific rules for. (OG R3 having A TON), which is pretty complicated.
  • The differences in mechanics (while not too bad for a general speed game) would lead to a bunch of confusion for new guys.
  • Completions aren't getting tracked for all old rundowns R6 doesn't give out clears, so newer runners cant do any levels if they didn't do the OG)."

Will I be banned, muted or kicked if I submit runs with new or current speedrun bugs?
In all likelihood you will not if it's not outright dedicated to describing what the bug is. If you attempt to show a bug that can be used to break the game the devs or moderators may take action, however, with the inconsistency in such moderation due to poorly laid out rules that basically allows for decisions to be based off "I felt like it", you can't really be sure ¯\_(ツ)_/¯.

Are any mods allowed in speedrunning?
No. Any mod be it nickname changer or whatever will not be allowed for vanilla game speedruns. The only real exceptions being you doing speedruns of modded rundowns like solo or duo trials, however, other mods are still subject to the same regulations and, thus, the mod list must be provided to prove nothing outside of permitted use is submitted.
‎ ‎ ‎ ◆ 1.9 - AI "Intelligence"
Introduction to our friends
Bots, the friendly AI definitely not out to kill you when trying to stealth kill enemies...Bots have many different functions that are all reliant on your input as they cannot do much on their own. To open the command menu to instruct bots to perform a specific function hold Q (default) and you will be presented a list of categories each containing their various commands. Only a handful actually correspond to bots performing functions so we will only cover that.

Sentry here.

To access the tools list of the commands menu hold Q then press 1 and, while holding down the Q key, command the bots to perform the function you want like place sentry or mines or to foam up a door. Bots do well with all tools especially the bio tracker with the ability to ping enemies in all directions and instantaneously upon the cooldown period ending. Bots should NEVER have foam launcher as it is often going to be shot at the terrain because they are just not smart when you command them to do it, plus they use a full foam charge rather than 9 blobs which is the minimum foam needed and any more is unnecessary. Bots with bio will track automatically and cannot be commanded to scan manually.

Pick up the objective item.

To access the objectives list of the commands menu hold Q once more and press 2. Whether or not if you are playing with bots you can use the objective command menu to your advantage. If another player is inside a zone with an objective item such as a cell or a fog turbine you will be prompted to tell that person to pick up the objective item. This will still apply regardless if they are able to be interacted with or not such as with cells inserted into generators so plan your strategies accordingly. Bots will know the exact locations of objective items and will go past enemies to pick it up assuming there is no active combat like error alarms or enemies that woke up. Bots are unable to pick up objective items during combat unless if you have the BetterBots mod on Thunderstore which make bot's AI much more competent in combat.

Follow me!

To access the teamwork list of the commands menu press and hold Q then press 3. This section only matters if you have another human player in your lobby along with bots. If you want the bots to follow you just tell the specific bot to follow you and the bot will travel across the ends of the earth if necessary to you. This can be really helpful if all but 1 player is down as bots can be removed and brought back which revives them and then the downed player can tell them to follow them which will make them go through waves if needed to pick them up and they don't have to worry about stamina.
‎ ‎ ‎ ◆ 1.10 - OG Rundowns
Quick Disclaimer
Old rundowns are NOT accepted for speedrunning as of currently so gameplay of or uploading of old rundown content is no longer officially accepted and thus serves only the purpose of personal gloating in comparison to other unofficial speedruns. The following video contains a user that provides drive links to previous rundowns, but, alternatively, there is another guide I have posted that discusses a way you can download the old files directly from steam using a software called 'depot downloader'.


If you want to download the rundowns yourself, I have made a guide that talks more in-depth about it. Here it is:
https://steamcommunity.com/sharedfiles/filedetails/?id=2901362884
I advise to use The Archive
The Archive is a mod containing hundreds of features, many QOL stuff compatible with old and new releases with now both the option to use the experimental BepInEx build of the mod for use with others or the established melon loader method of the installation. Go to the site to read all the features included for yourself: Search "GTFO The Archive" it should be the first link. This mod is great because not only is it compatible with the original rundowns, but it also provides bug fixes or fixes for issues in OG that were only fixed later on. For instance, climbing was based on where you were looking, not the direction of your movement.
‎ ‎ ‎ ◆ 1.11 - Modded Rundowns
Discussing Modded Submissions
In addition to speedrunning normal GTFO expeditions, you can submit your speedruns of modded rundowns. For now in the speedrun.com site, you can submit your runs of Solo Trials and Duo Trials. I will make the assumption to the fact you are reading this that you have read the above instructions in run submissions and such and you are probably old enough to do your own looking around if you are still confused. Regardless, let's talk about how we get modding.

R2modman/ThunderstoreMM Modding
Navigate to the Thunderstore page tailored for GTFO which has all its mods. In here you will see a prompt at the top to get the Thunderstore App or you can use R2modman. For all practical purposes, they both serve the same functions. In my honest opinion, however, get r2modman. Follow the installation process like as if you are installing any game or software onto your system. Once installed, navigate into the application and you can either use the default profile or make your own. Using the "Online" tab, find the mod and install the mod itself to get it and all its dependencies. If you wish to speedrun the rundown, do not download anything other than what is given, otherwise do whatever if you just want to do it for fun.

Manual Installation
I don't recommend this option because it wastes more time but you simply need to extract the contents of the BepInExPack GTFO present in Thunderstore's library and extract it into the directory of GTFO, whatever that may be. If you don't know where it is you can browse its local files through steam or navigate to it using the below examples:

C Drive Directory Example: "C:\Program Files (x86)\Steam\steamapps\common\GTFO"
D Drive Directory Example: "D:\SteamLibrary\steamapps\common\GTFO"

Extract all your mods into the plugins folder of BepInEx. If it does not exist, simply create a folder name it "plugins" and extract all your mods. Run the game once to generate necessary files and configs of plugins and then edit them if necessary. After that you can enjoy your runs.
‎ ‎ ‎ ◆ 1.12 - R8A2 Code
R8A2 Extreme Explanation
R8A2 is the first expedition requiring a code that is present in a seperate expedition to access a sector. The two halves of the code in format XXXXX-XXXXX is present in R8B2 during dimension 2 (sandy TD) and dimension 4 (mini kraken). The code is also present in R8E2. The code changes weekly so the code which was originally "m0ete-ejsp6", has changed to "dx2ky-9wqk2" as of this writing, and will continue to change. I will write the codes here for players to use as well as the old codes in case you wish to see them or add them to a list. If the code list gets long then just CTRL + F "(current)" for the latest code.

How to access extreme
Within Zone 69, there is a hidden room behind a wall of vegetation that contains the secret terminal requiring the code, explained above. NOTE: Progressing too far into high, i.e. extracting even a single terminal decryption key, will lock you from inputting the command into the terminal. Make sure to rush for the terminal immediately to avoid this in case your teammates are unaware of this fact.

If you want to get the codes yourself: The first half
The first half of the code hunting is acquired by choosing the main objective path. Due to Rundown 8 having a different approach to objective completion, i.e. the auto completion of lower difficulty sectors like main if done, the main path cannot be done if you choose extreme, nor can extreme be done if you choose main. You may get up to the main sector part and die once you get the first half and then just do another regular run for extreme grab the code and get another clear. Main fight is boring anyways.

To get here with CConsole, the command is JumpDimension 2.


The second half
The second half, as you already guessed, is at the mini kraken boss fight. This code will generate in the terminal you use to spawn it in. Hey, if you're reading this then there is nothing else of value to take here. You can, however, leave the spawn area once you go to fight the kraken if you turn around and use the crystal angled diagonally under the open roof and crouch jump while running forward. Enjoy that while it lasts as they may put 50 invisible walls on those crystals now that I said it ;).

To get here with CConsole, the command is JumpDimension 4.


You want the current codes? Well, there are two resources available (to my knowledge) that provide this service.
  • Auri (the creator of the Archive) has developed a local HTML file with JS code to give the codes from this week, the previous, and next. The link is here.[github.com] Download locally and run the index.html. If you prefer using something online rather than on your local device, a site[aurirex.github.io] for the code is also available.

  • Alternatively to Auri's provided local solution, you can use Andocas' site here.[andocas.com] which provides not just the previous, current, and next code, but also all previous codes back to the start of the codes' existence and even beyond. All codes for the future that you could want are there.
‎ ‎ ‎ ◆ 1.13 - R8 New Content
Rundown 8.0 - Duality introduced us to new enemy variants, some with new traits (already seen before in modded) and new scan types. These include the following enemies

  • Nightmare Striker
  • Nightmare Big Striker
  • Nightmare Shooter
  • Nightmare Scout
  • Nightmare Baby
  • Mega Mother
  • Mini Kraken
  • Zoomer Scout

Intro to [some of] the Nightmares
Most nightmare variations like the shooter or scout have tumors on them that act as additional weak points. Hitting a nightmare striker from the front for example, not hitting the tumor, will not kill it, but hitting its tumor will. For some enemies you can go for both the front and back if necessary to kill, allowing for more options to stealth.

The Nightmare Scout Lies
A nightmare scout is very misleading to what is usually told as factual in GTFO with how damage is portrayed. Nightmare scout tumors give a red hitmarker which indicates that you have performed damage to it, however hitting its body will give a grey hitmarker which is misleading because it will actually perform damage; it is not immortal on the body. It takes several melee hits to kill a nightmare scout with its 161hp compared to 120hp of a giant striker. It is advised that if you wish to kill it then you use foam. Mines are a poor choice of tool to use on them outside using boosters. Shooting it with a sniper will leave it on around 1hp, so you can perform a synced knife or other melee hit, other shot, or increase the sniper damage through boosters to kill it. Scattergun via CLIENT (not host) is the only way to 1 shot without boosters.

The Potato Nightmare
The potato or the nightmare big striker is like a regular big striker, but dumber. If you manage to have it alone in a well-spaced area you can circle it endlessly hammering it to death while evading its melee attack and salvo. The top part is weak everywhere, so meleeing is easy for the player. This enemy is only present in the Extreme sector of R8A2, unlocked after completing R8E1. The code is provided in this guide as well.

Corrupted/Tank Scans
The rundown introduces a new scan type. This scan type is and can be referred to as corrupted, fake, or tank scans. These scans are first present in R8 and will spawn 1 tank for each one that is hit. These scans, unlike regular scans, can be avoided if you are elevated enough above them like on a railing. Some scans ignore this like some of those present in R8D1 pit room. Do try to avoid jumping over them from ground level to the scan as it will trigger. If you trigger one of these scans and wait until they re-appear, it will not automatically trigger again if the player is still standing on it. The player will have to walk off and back into it to trigger it again. Bots CANNOT trigger these scans.

The Zoomer Scout
The zoomer scout is a new scout with less hp than a regular one, however with a slightly faster speed and with a near instant aggro to touching its tentacles. To melee one of these you must be in close proximity before they extend their tentacles, get them from above, or shoot them. If you try to tackle them like a regular, charger, or shadow scout then it will end up poorly. You can melee them with anything but a knife (without boosters) and shooting it is relatively easy.

NOTE: If you are using LowSpec for your games, disable the DontDraw option for LowSpec if you are going to fight the minikraken in R8B2. The tumor will be completely invisible to the player if this is set. Otherwise you would have to rely on trial and error or the gunfire direction of your teammates.
Chapter 2 - Speedrunning Tactics: Table of Contents
◇ 2.1 - Blackhops
┕ Overlook stamina either carrying or not carrying an objective item while maintaining momentum.

◇ 2.2 - Preload
┕ Save scan progress for later use, if necessary, to avoid overwhelming enemy waves.

◇ 2.3 - Alarm Cancel
┕ Entirely bypass alarms through existing features that remove existing alarm enemy spawns.

◇ 2.4 - Reactor Skip
┕ Overlook an unnecessary reactor not pertinent to expedition progression to save time in a run (optional if time is not the only factor in your speedrun).

◇ 2.5 - Terminal-Related Optimizations
┕ Utilize a combination of terminal optimizations to use terminals at maximum speed and efficiency.

◇ 2.6 - Doorbugging
┕ Trap enemies behind bugged doors that they are unable to break, blocking them from ever getting to you (if there is no alternative path).

◇ 2.7 - Double Objective Clearing
┕ Clear two objectives simultaneously due to overlapping bulkhead objective scans.

◇ 2.8 - Glue Holding
┕ Old handle for foam, just changed it because I'm quirky like that.

◇ 2.9 - Cell Skipping
┕ Skip several sections of a level to cut off minutes in your runs.

◇ 2.10 - Alpha Skipping
┕ A dumb R7E1 thingy where you say ♥♥♥♥ you to the S1 room scan and do the rest of the game with immortal and charger alarm. Enjoy. Have a competent team.

◇ 2.11 - Silent Shooting
┕ Use client latency to your advantage and make 0 noise when using guns.

◇ 2.12 - Miscellanous Bug Use
┕ Other bugs that are present and/or may be useful. If barred from use it will be marked as such.
‎ ‎ ‎ ◇ 2.1 - Blackhops
How to make your player go "Brrrrrrr"
What if I told you that you can completely bypass the speed decrease when carrying objective items in vanilla? What if I told you bhopping is still somewhat a thing? Blackhops is here to solve both of those. Using the power of a quick space macro, you can carry objective items at running speed, keeping in mind that you crashing into a wall is not recommended. It is recommended you have a refresh rate of 60 hz.

How do I use blackhops?
Blackhopping is a technique used in some first-person shooter games to move faster than normal by exploiting a movement glitch. It involves jumping and timing the next jump immediately after landing to gain a small speed boost. You need a good macro software to have a constant space macro running at approx ~ 0.01 ms intervals. Below is a link to a macro software that can be used if your macro software such as Corsair, Steelseries, Razer, etc. are not functioning as well as you'd hoped.

Macro Example
If you do not own a gaming keyboard or mouse where you can assign it macros with software that comes with it, you can use other macro software. We can take, for instance, this macro software called "TGM Gaming Macro" where you can save macros. If you read this guide before, I have removed the previous macro software due to its regular tendency to become 'stuck' when activating the macro and, thus, forcing you to close the program with task manager. You can find the link to the program here.[sourceforge.net] This program does not require payment and has a friendly dark mode GUI with several features you can take to not only automate blackhopping, but possibly other tasks you may have. The GUI should be simple enough for you to navigate.

How to maintain momentum
Again, blackhopping is used to maintain your momentum by timing your jumps the moment you land. If you want a lot of forward momentum then make sure prior to activating the macro you run and jumped at the same time. Once in the air, activate the macro such that once contact is made with the ground you begin to bhop. If you do not lose your momentum within 2-3 seconds then you have successfully blackhopped. It is helpful to note that blackhopping as host is harder, so host should not do the blackhopping. It isn’t impossible to do it, just that it’s less consistent which might make you screw up and get mauled.


In aiding the training wheel melee
If you are part of the group that either enjoys spear or yearns for the day that multi-kill with the spear (Destination/R6), blackhopping can allow you, essentially, run and charge your melee. It's not the best but I thought it'd be a neat little snippet of info you might want to know ;).
‎ ‎ ‎ ◇ 2.2 - Preload
The Nature of Preloading
Bioscans of any type, whether that of an alarm, HSU scans, or scans to another sector store their scan values until the scan is completed. This is especially useful when you must backtrack to do a scan in the middle of a fight to either access a new zone or to finish your objective quicker and waste less time fighting. For example, in R7B3 - Vault: Prisoner Efficiency, you must grab a cargo in the overload sector as well as complete the HSU scan to unlock the forward extract point. You can preload the HSU scan to finish the scan in seconds, depending on how much you preloaded it, as your team grabs the cargo from the overload and begins to move it forward.

How much should I preload?
You can technically preload upwards of 99% without the scans fully completing, however, it is recommended that if you have extreme desync or are bad at timing things that you leave the scan at approximately 85% of the scan's progression. It only takes 1 person to leave the scan to preload so you can choose 1 person to do it or have everyone do it, up to you really. Assuming a totally imaginary person named Rabby has crappy internet and the unwillingness to cope, preloading will be a challenge so make sure to do it at around 70% to not let desync hit you in the balls and soft lock you to restart. Here is a demonstration of preloading:

‎ ‎ ‎ ◇ 2.3 - Alarm Cancel
What is Alarm Cancelling?
Very rarely we see terminals with special commands, even more rarely the specific command "DEACTIVATE_ALARMS". This command is a universally-cancelling command that cancels any currently running alarm. be it an error alarm or apex. For instance, in R6D3 - Power Hungry, there is a terminal within the zone adjacent to the zone containing a shadow striker alarm door. Either one or two individuals can enter and pass through the tank & giants respawn room to open the security door, begin the alarm, and then subsequently run to to enter the command "DEACTIVATE_ALARMS" to both remove the enemies spawning from the error alarm that the people who stayed back are defending and the enemies spawning from the shadow alarm. The terminal has an extremely rare occurence as it could make any expedition extremely easy to complete.


How to effectively use Alarm Cancelling
It is helpful to note that expeditions with this command (including future rundowns) might not have a legitimate use for this command. For instance, doing R6C1 you will need to do an error alarm that requires you to deactivate the alarms to proceed through the security door to grab the data cube. There is no way or reason you would try to use the command to your advantage in this specific expedition. To effectively use this command, it is helpful to know the map, the layout , the security doors the doors' respective alarm difficulties, and enemies presented during these alarms. You can entirely bypass what might be an extremely challenging portion of an expedition by using these commands intelligently. An example of this is double Apex skipping in R7D1 - Mother. To accomplish this do the following:
  1. Go to the optional side sector to the east of the High/Main sector. Initiate the full-room S1 scan and either defend or get into the cheese spots present.
  2. Once the scan is completed, have 1 or 2 people run to the now completed shadow apex, open it and run the command for the charger apex. Once the scan begins, run the command which will stop all enemy waves.
  3. Once the command is entered, the remaining players can loot the zones that were opened and where the chargers spawned. Continue the expedition by finishing all scans and proceeding on through the checkpoint door to the connection establishment.

What expeditions have these specific terminal commands?
Below are the listed known expeditions with terminals containing this command:
  • Rundown 5.0 E1 - KDS Deep
  • Rundown 6.0 C1 - Navigation
  • Rundown 6.0 D3: Power Hungry
  • Rundown 7.0 - D1: Mother

Uplink Alarm Cancelling?
You could also use terminal uplinks to cancel alarms. For example you could start one of the terminal uplinks in ALT:// R3B1 and while the terminal uplink is going, if you were to open the other two alarm doors. Then when the terminal uplink ends it would cancel and skip the alarms for the other two doors.


Do note that if you were to use either of these two methods, you and your team would still have to complete the scans, but the alarm would not spawn any enemies.
‎ ‎ ‎ ◇ 2.4 - Reactor Skip
What is Reactor Skipping?
Some expeditions have optional reactors that might not be crucial to the progression of the expedition. An example of this is R6D1, the expedition known to contain the kraken boss fight. The expedition contains a reactor that can be completed to access another zone that has an adjacent zone containing a key to access another adjacent zone with a terminal that lifts the infectious fog. Instead of going through all the hassle, you can, instead, ingore all of that and immediately do the warden door scan, using the enemies in that room to help reach wave cap at least for the initial S1 scan. It is important to note, however, some reactors are necessary and you cannot just skip them, that is if you don't want to do all the objectives in an expedition. Below here is an example of doing that very run:

All video credit goes to Dark Cactus.
‎ ‎ ‎ ◇ 2.5 - Terminal-Related Optimizations
WARNING: THE FOLLOWING INFORMATION REGARDING LOGS IS OUT OF DATE AS OF ALT://R6, LOGS DO NOT GENERATE TERMINAL CODES GIVEN MY TESTING. IF THIS IS INACCURATE, PLEASE COMMENT. OTHER TECH IS STILL APPLICABLE. ONLY APPLY THIS INFORMATION IN OLDER BUILDS IF YOU WISH TO DOWNLOAD THEM.

Uplink Log Usage
To speedrun these terminals you can use game logs to know the codes, in order, without having to look at the screen or use a secondary terminal. Prior to starting, have the file open in notepad++. You do not necesarilly have to use notepad++ exclusively, however, the auto-updating feature of the program allows us to see updates in the file in real time. Depending on your WPM, you can even skip these uplinks faster than the enemies can spawn.

Supplementary Media
The below videos by Voidspace and Eva, respectively, are useful supplementary videos for the section.
All video credit goes to Voidspace and all affiliated parties.
All video credit goes to D4RKEVA and all affiliated parties.

CLS Skip
You can use the terminal command CLS (clear) to make another subsequent command entry go through immediately. For instance, let's say you are in R7A1 and you want to enter the terminal command "RECYCLE_GROUP_7A42". You can do that by typing out the command itself or type LOGS, type in the RECYCLE_GROUP_7A42 command, enter it, then type "CLS" and enter. This will make the command go in much faster, assuming you have decent typing speed.

Using CLS with the datamined code list and a script
You can really ♥♥♥♥ with the game by using scripts to automatically do things for you like input commands and such. It is advised to use python as it is the more simple and easy languages to learn in programming, however, you should probably know what you're doing to make it. You can ask a friend or consult a video tutorial. An easy way to do this is to have all of your codes like so in a text file that is in the same directory as your script:
able
acid
aged
...etc
You would then make the script open and read the contents of the file. Now, you could put all the codes in the same script file, then use them in sequence with reactor_verify or uplink_verify, but it would be a big waste of space. You can import the keyboard module for this script if you want with the imported functions keyboard.wait, keyboard.write, and keyboard.send being the ones you want to use. Keyboard.wait is essentially a waiting until you type a key. For example, keyboard.wait('f1') would wait until the f1 key is pressed to continue down the line of code. Keyboard.write simply writes whatever is in the parentheses, such as keyboard.write('logs') to type out the 4 characters of the word logs. Keyboard.send, like .write, types keys such as 'enter' on the keyboard. That's about it. Here is the datamined code list link[drive.proton.me]. Enjoy.

Pretyping Commands
You can pretype and prepare subsequent command entries like in listing and pinging an ammo pack, for instance, Imagine we need ammo for our next security scan and want to find ammo in our current zone (69) we would first type LIST U E_69 to list all useful items like cells, keys, or resource packs in the zone entered. While we list resources in our current zone by typing the command, we then pretype the line "PING AMMOPACK_" to prepare to ping once we get the 3 integers tied to the specific ammopack.

Instant Command Entries for Dummies
Your TAB key on your keyboard is very useful on terminals today as it was before because many commands can be autofilled using the TAB key by only typing in the first couple characters of a special command like "RECYCLE_GROUP_7A42". You can just type REC in the terminal and then press TAB to autofill the remaining characters of the command which is much faster than typing, especially for really long and complicated commands using a combination of letters and numbers.

Optimizing Command Entries
You can use a terminal much faster than you would typing in each command by yourself. For a long command like "VERIFY_TIMED_CONNECTION", type the first couple letters of the command press TAB to autofill the command line. To re-type previously entered commands, you can use the up arrow on your keyboard to input the previously entered command. Pressing the up arrow several times will scroll through all previously typed commands, respectively. You can also minimize the characters needed to do specific commands. For instance:

  • E/ZONE
  • ES/RESOURCES (resources include ammunition, medipacks, tool refills, and disinfection packs)
  • U/"USEFUL" (lists resources, objective items or locations like cells or HSUs (the most time efficient))
  • TE/TERMINAL
  • MM/AMMOPACK (cannot be used when pinging or queering)
  • ME/MEDIPACK (cannot be used when pinging or queering)
  • OL/TOOLPACK (cannot be used when pinging or queering)
‎ ‎ ‎ ◇ 2.6 - Doorbugging
Doorbugging? What is this definitely fixed bug?

Doorbugging is the method of breaking a door in such a way that the enemies attempt to break an already broken door which causes a loop of failed breakage attempts, locking them behind it. To accomplish it, you must damage a door just enough for the next fully charged attack to break the door at the same frame/tick that the door begins to close. You want to strike near the top of the door frame for this to work WHILE the door is closing. Failing to close the door while doing this results in the door breaking instead of bugging. This can be used to reach wave cap and make any alarm what is essentially a Class NULL alarm.

How many hits are needed?

Small doors require:
  • 2 fully charged hammer hits to destroy.
  • 5 fully charged knife hits to destroy.
  • 4 tapped bat hits + 1 full charge
  • 2 fully charged spear hits to destroy.

Large doors require:
  • 3 fully charged hammer hits to destroy.
  • 8 fully charged knife hits to destroy
  • 7 tapped bat hits + 1 full charge
  • 3 fully charged spear hits to destroy.

Any melee can be used to accomplish this, however, spear and hammer are likely to be the easiest for you. Below demonstrates the bug on different doors and for different purposes.

Enhance Doorbugging Efficiency
If you want to doorbug even more efficiently see the following video by Voidspace. This video can also be helpful if you didn't understand the previous explanation on doorbugging. See timestamp here at 1:53:
All video credit goes to Voidspace and all affiliated parties.
‎ ‎ ‎ ◇ 2.7 - Bulkhead Skip
How could you do that?
Due to recent dumb decisions from R4, it is evident that many expeditions have the issue of overlapping bulkhead scans. Due to this, you and your team can simultaneously scan for 2 objectives, thereby opening them both. For example, in R4D2 - Growth you have the option to enter extreme, overload, or high first. There is a chance that overload can overlap with high and therefore you can scan them together. Here is an easy demonstration:


What this means is...?
What this means is that you are able to open overload, high, or how many scans you do at the same time. You MUST, however, be doing the scan progress if one of those scans vanishes (i.e., you completed it). Then you can do whatever you want like pulling both overload and high doors and completing them simultaneously. You can then have half your team clear one objective room of enemies and the other group clearing the second. This can save a lot of time in your runs if you don't mess up.
‎ ‎ ‎ ◇ 2.8 - Glue Holding
Holding entire hordes back
Foam, or glue if you wish to refer to it as its original designation, is a form of door reinforcement and has the ability to freeze enemies for a limited time in which it cannot perform any actions. I think it's important for you to understand the following: Foam will despawn in time if placed on the ground, but not if used on doors. You can hold back waves as long as the person with a foam launcher has enough to constantly reinforce it. Something interesting that can be used to your advantage is the use of both ladders and foam. Enemies will often prioritize ladders as opposed to stairs because it allows them to travel faster, however will not pursue the alternate route unless someone makes them. This can be used to make alarms with a large set of enemies or several alarms easier by forcing a funnel and not having to worry about enemy count for a while. This works because there is a limit of how many enemies may interact on a ladder at a given time, meaning there is a cap of foam consumption.


This method of holding back waves will save you significant amounts of ammo and health at the cost of tool that you would likely use on sentries instead if not using this method which would be less effective. Now, of course, you can't rely on this strategy in any environment because foaming the floor requires a lot more C-Foam than you would on a ladder, especially with an entryway you choose to use having a large surface area. You can use foam tripmines or grenades if you run out of tool for the launcher. For permafoaming doors, you can consult the following video below:

‎ ‎ ‎ ◇ 2.9 - Cell Skipping
What is cell skipping?
Cell skipping is a tactic in speedrunning where cells needed to proceed into rooms, for instance in R5E1 - KDS Deep you get the first cell to enter the disinfection zone in order to proceed forward, however, you can use it on the scan door that leads to the extraction point. Cell skipping can be a HUGE time saver where you basically forgo several zones of things you needed to do. Cell skipping can be challenging if you try it, so make sure you have good communication mute or not. Ultimately, your aim and lack of hesitation to clear rooms even if it has large threats inside will decide how far you get.

Cell Skipping: TL;DR
To cell skip you essentially need to use a cell you get at one part of the level and go through a challenging section of the level where you might have to deal with something like an error and bosses at the same time. Once you get past the sections, you can insert that cell that could have gone the intended path and instead skip several sections of the level which cuts off several minuts in your runs. Cell skipping isn't the "intended" way, but it sure is fun when you have a competent and formidable group.

Below you can see a video of cell skipping in ALT://R5E1 - KDS Deep with team members BoBo, Jish, Rayalot, and tru. Watch the whole thing to get a good understanding of how this works:
‎ ‎ ‎ ◇ 2.10 - Alpha Skipping
What is Alpha Skipping?
Alpha Skip, also referred to as "Brazil Skip", is a method in which players of an R7E1 - 'Chaos' lobby attempt to perform the part of the expedition preceding the room S1 scan that spawns chargers without finish the S1 scan and moving forward to the reactor, skipping brazil/alpha, hence the name. This can prove to be quite difficult as players will rely heavily on foam to stop chargers from catching up meanwhile moving up to the reactor. This also means since you are not going to the alpha zone that the immortal will also be following you to the reactor. The team is required to make haste on the way to reactor to prevent unnecessary mother or scout alerts which will likely throw the run. Ammo is key, and doing this with perfect boosters is, as always, not a substitute for skill. Every expedition can be done without boosters, even solo (certain expeditions can have exceptions for solo vanilla players), with enough dedication and luck.

How should I go about doing it?
Foam, enemy and resource spawns are going to be what makes or breaks your run. Like with many speedruns, RNG, or bugs, can screw you over. Foam is very useful for alpha skipping which prevents enemies from rushing you while sneaking. This is unlikely going to be done first try so prepare to learn the layout if you haven't already and some techs to make things easier. Or you might just get door foam bug and be unable to do anything...usual stuff. You should know terminal code locations, so my recommendation is to do the run: No boosters, No Mods (e.g. HeroicHeart), No Cheese/bug abuse (e.g. Doorbugging). and communication is not mandated with mic as many would assume or like, you can do things without mic.Immortal is held by one person who also defends against the incoming chargers from the S1 which will now run for the remainder of the game and the others defend and grab codes for the reactor.

What is the purpose of this?
This is a way to just make R7E1 harder and more interesting without it being pure ♥♥♥♥♥♥♥ with your team. Whether or not you actually are faster doing this than a regular R7E1 speedrun is questionable in the team playing and of the luck of the draw. There is no reason to do this otherwise.

If you want to see the alpha skip in action, Eva has done attempts of it. Here is the link[www.twitch.tv] to a stream of Eva (watch from time 02:59:39 onward to see the part in question). Also don't forget to give Eva some love while you're at it.
‎ ‎ ‎ ◇ 2.11 - Silent Shooting
Silent Shooting in a nutshell
I probably don't need to go that in-depth as to what it is, it's pretty self-explanatory. Silent shooting is the practice of a client animation cancelling after shooting an enemy on the same game frame, that is they swap, shoot, and swap back really fast. This cannot be done as host. This could be utilized with guns such as scattergun if you wish to kill a boss or such with a teammate without waking the room. You may have, if played for a while, encountered it or performed it accidentally or intentionally. Being able to do this allows for dispatching certain enemies without the hassle.

Here is a quick demonstration of silent shooting:


You can decide to not ads when silent shooting, however if the enemy you are shooting at is far away, then you are going to shoot in hip-fire which is likely to miss.
‎ ‎ ‎ ◇ 2.12 - Miscellanous Bug Use
The above video provided by Voidspace will be used as an explanation of some of the following bugs that I will also describe. I will not cover bhopping as I already covered it. I will also ignore Early Drop bug but you can keep it in mind as it is banned from speedruns.


Shooter Bug
Shooter bug is a bug that occurs where all projectiles from enemies phase through you, the player, and thus do 0 damage. This bug can occur from playing the game in general and to avoid completely would require restarting the game essentially every run you do. This bug can be used to the advantage of the speedrunner as they can ignore half enemy types or even make boss fights like that of the mega mother slightly easier. If projectiles are shot from above you down to you then projectiles may damage you.

Infinite Screaming Scout
Scouts can bug out and infinitely scream which breaks enemy AI in the given expedition, freezing them in place. This is useful in some ways to ignore every enemy and make it through areas with no hassle. To fix it you can foam the scout or have all players downed and then revive. This can be done by reviving as you go down.

Wallphasing (limited to R3A1)
See Void's video above. Specific wall in R3A1. Goofy sh!t.

Cargo Extract Skip
In summary, take cargo and scan the extract of wherever you go (if applicable to have both available) and as you extract it will count the overload while not having to do any of the scan with the cargo actually there. Can be used in R4D2 if you really feel like the noobs can't handle the shadow error.
Chapter 3 - Solo-ing Tactics: Table of Contents
◆ 3.1 - Weapon Optimizations
┕ Optimize weapon using tactics and terrain to your advantage in avoiding and eliminating threats.

◆ 3.2 - Long Kiting
┕ Kite waves around the map several times to skip the need to fight.

◆ 3.3 - Alarm Clearing
┕ Clear alarms by using enemy pathing to your advantage with specific tools in mind.

◆ 3.4 - Stealth Dispatching
┕ Take out large, (non-boss) threats on your own the most effective way.

◆ 3.5 - Boss Solo-ing
┕ Take on tanks, mothers, or even the kraken by yourself without the aid of other player(s).

◆ 3.6 - Environment Use
┕ Use the environment to your advantage...about it.

◆ 3.7 - Checkpoint Reliance
┕ F#$& off. No checkpoint gaming. Do not rely on them, that does not help you learn.

◆ 3.8 - Ammo Balancing
┕ Balance ammo consumption on both main and special weapons to maximize ammo packs.

◆ 3.9 - Door Sniping
┕ Abuse how sound travelling functions to kill enemies during door opening or closing with a gun while also being quiet (does not apply if using Auri's doorcheese fix mod).

◆ 3.10 - Prisoner Disinfection
┕ Disinfect yourself if you're doing a solo run where you begin with 100% infection or must evade infection to have a chance of beating it.

◆ 3.11 - Silent Sentry
┕ Use a bug that has existed due to how doors and sounds function to your advantage to take out enemies with gunfire yet not wake anything up.

◆ 3.12 - Flyer Skip
┕ Skip parts of an alarm in R8B4.
‎ ‎ ‎ ◆ 3.1 - Weapon Optimizations
Reload Cancelling
In GTFO, your weapon reload times are not the full length of the reload animation (with some exceptions). Instead, the second the value goes up for your reload, you can swap your weapon to cancel that reload animation and quickly swap to that same weapon again to fire more bullets significantly faster than if you'd sit through the entirety of the weapon reload animation. Reload cancelling is really helpful when you are in a situation with a lot of enemies or if something like a giant is about to attack you. Below is some examples:
Regular Reload Cancel
This method is passable, however, there is an easier and faster way. First, you want to set your melee (i.e., quick shove) key to something you are comfortable using during combat. Then when you shoot and reload, cancel the animation with shove which saves even more precious seconds. Here is a video showing exactly that:
Faster Reload Cancel
Video credit goes to Biyte and all affiliated parties.

Slide Reloading
When you want to reload your weapon, you cannot do this while running. Instead, run and press the crouch key (default CTRL) which will cause your character to slide. During the sliding animation press R to reload your weapon. You want to then press your slide keybind again to continue running. This must be done quickly in in rapid succession so you don't lose a lot of your speed. You save even more of your forward momentum by jumping after going back to running and then reload cancelling if possible or at all necessary.
‎ ‎ ‎ ◆ 3.2 - Long Kiting
What is long kiting?
Both for regular solo runs or speedrun solo-ing, you can long kite enemies to do whatever it is you need to accomplish such as a scan, reactor, terminal uplink, or whatever (if applicable). Long kiting can be done with any enemy (except babies due to their speed), but specific types of enemies are best suited for solo runs. These include the following:

  • Giant Striker
  • Giant Shooter
  • Shadow striker
  • Shooter
  • Shocker (situation specific)
  • Giant Shadow

To long kite, you want to basically act as bait for enemies, leading them far away from your current location as long as that would not kill you and then return to where you were to add to the progress or complete whatever was necessary. Depending on which enemy you choose to, or are able to, kite, you will have less or more time due to one enemy travelling faster or slower than others. For further information, see information regarding enemy speed on the wiki.

In long kiting, preserve player stamina by moving sideways and make sure to gather all enemies together so that you don't meet one on the way back and get a quick boot to the failure screen. Attempt to induce enemy attacks to make sure that enemies are on your path and do not stray behind the group, however, do so at your own risk if you screw up. Make sure that you do not kill these enemies to preserve wave cap or you will likely meet an enemy on your current path.

If you want a good visual demonstration of kiting while using the environment to your advantage, assuming you don't have 20 giant strikers for wave cap, here is a good video that demonstrates it:

All video credits go to Tom
‎ ‎ ‎ ◆ 3.3 - Alarm Clearing
The preparation
Depending on what you use, alarms will be tackled in different ways. For instance, if you use a mine deployer you want to use it on the door and buy time until the waves arrive. With the use of other tools like foam or sentries avoid accumulating enemies to not get overwhelmed. You should prioritize not getting downed over kills and scans if need be.

Path control
You can direct enemies to take a certain path for things like long kiting. In this case, it is useful to know the map layout and enemy spawns to direct them a specific direction to make it easier on you to tackle. You do not always need to close doors, so you can open a door that is actually longer for the enemy to take and, instead, take the other door to leave and potentially long kite. Or, you can use this path control to funnel enemies for easy kills either of your sentries and/or you or foam the only path they can take to wave cap them in a specific spot while you scan.

Other useful tips
Attempting to funnel large waves with a sentry should have said sentry placed in the location where most enemies will gather. You should try to always control enemy direction to your advantage and it would be helpful if you have enemy attack ranges known to avoid sticky situations. You can use things like slide reloading or reload cancelling to make sure that other precarious situations are avoided.
‎ ‎ ‎ ◆ 3.4 - Stealth Dispatching
Important facts to note
It is clearly established that solo-ing expeditions is not the "intended" method of level clearing. Some solo clears may take a couple minutes due to the simple and straightforward nature of a given expedition, while others will take several hours to clear. If you are REALLY interested in solo-ing, make sure you have time on your hands and the dedication.

The Basics
When killing enemies in a crowded room, 3 or more enemies will not wake at the same time unless they are crowded together. Depending on your melee weapon of choice, killing a room can be hard or really easy. If 3 enemies, or more, are close together then kill the closest 2. If more than 3 are present then it may prove challenging to kill them all silently. As such, kill those you can by abusing occiput damage multipliers and shove those attempting to scream to force them to fight you (if that won't result in an unmanageable crowd from waking up).

Dispatching a giant on your own without guns
A player, assuming they don't have a knife, can solo a giant fairly well depending on their skill and understanding of how giants attack and how you can stagger them to get constant sequential melee hits. If you face giant threats see the following video for some help. NOTE: Some information like the dash mechanic is outdated and no longer a feature in vanilla GTFO. Please compare the video to current weapon damage values and hits to kill for enemies with respective melee weapons. This wil, however, serve as great information if you want to go back and play OG R5 or previous rundowns ;).
All credits go to The Real Kherpi and all affiliated parties.
‎ ‎ ‎ ◆ 3.5 - Boss Solo-ing
To fight a boss solo is much more challenging (not significantly) than with a full squad or just 1 more teammate. But don't be frightened, fighting a boss is not hard if you know what to do. Let's go through the basics.

Tackling the Tank
A tank is a boss that has a front and hardened exterior. The tank can only be killed by damaging its tumor weakpoints on its back. A tank will always maintain a distance with the player in a straight line and will not reveal its back unless two players are attacking from both sides. To fight a tank solo you should try to get on high ground and pull the tank to you. A tank will, if damaged enough, be staggered and whip backwards, revealing its weak points for a limited time for the player to fire on it. Periodically, the tank will scream and be unable to attack, at which point, bending down and revealing its weakpoints for the player to shoot. As a tank gets closer to dying it attempts to hide its back more so it's good to begin to lure the tank to kill it.

Here is a video demonstrating some good methods in fighting a tank solo:
This video was taken from the Ultimate GTFO Guide so if you want more information go check it out: https://steamcommunity.com/sharedfiles/filedetails/?id=2359433203

Massacre the (P)Mother
The mother/pMother, much like the tank, has tumors that acts as the only method in killing it. To kill a mother can be considerably more challenging than a tank because a mother can birth several babies that travel substantially faster than the player, with the exception that they do very little damage, however, the whole horde of babies attacking at once is considerably more deadly than a tank. To avoid this, we are going to abuse the scream mechanic with mothers. You want to be behind a wall or something in close proximity to the mother, however, not in her sight lines. Once the mother begins to scream, just like the tank, she will be unable to do anything which leaves her vulnerable to you. Just listen and repeat until dead. Easy. Make sure the weapon you use has a suitable range.
‎ ‎ ‎ ◆ 3.6 - Environment Use
Environment Use?
The game's environment: Walls, floors, ladders, etc., are all useful in aiding the player to do whatever it is they plan to do in their solo runs possible using just a little knowledge of enemy pathing and behaviour.

Walls
Walls can be used to avoid tongue attacks from strikers, tanks or whatnot around sharp corners. You can use corners to your advantage if you are about to be absolutely mauled from behind to easily avoid enemy attacks while preserving stamina simultaneously. Walls serve as a way to avoid projectiles or to hide yourself from incoming tongue attacks alike.

The Floor
The floor below your feet is a good indication of you being safe and sound or about to experience fractured bones penetrate vital organs. The floor can be flat or slope and go downward or upward making a staircase...WOW! You can use the floor terrain to your advantage in combination with other things like Slide Reloading in, say, an instance where enemies are behind you and there is a sudden drop with a place to land on the other side. You can slide reload cancel and jump over the gap, making distance between the enemies while also reloading your weapons.

Ladders
Ladders are very useful choke points to kill off a lot of enemies. There is a hard limit to how many enemies can be climbing a ladder at a time, so you can use this to your advantage in foam holding or just shoot enemies from above or below (depending on where you are) with penetration weapons like hel shotgun, hel gun, hel rifle, or hel revolver.
‎ ‎ ‎ ◆ 3.7 - Checkpoint Reliance

DO NOT RELY ON CHECKPOINTS! THIS IS A NON-CHECKPOINT GAMING ZONE!
besides....they're the reason R6 sucked so much >;) buggy ah game

Checkpoints are not a way to better yourself. Restarting at a checkpoint more than once to beat an expedition only forces you to learn spawns of items and allows you to brute force completions. Either don't use checkpoints or only use them once, otherwise you have a skill issue.

20's Rant about Mods that are Classified as Cheats
Hhere is a list of mods that are classified as cheats because they are. I will give reasoning as to why and citing the definition of cheating to support my claims.

A simply defintion provided by Cambridge's Dictionary states cheating as "to behave in a dishonest way in order to get what you want" which encompasses use of outside sources (mods in this case) to bypass or improve something beyond what is quality of life to interfere with gameplay by making it easier or to bypass a system.

CConsole - by GTFOModding: Stop saying people are running CConsole in games. It can't be run with other vanilla client players.

ResourceStack - by Hikaria: Allows the stacking of resources to packs of a max of 5 (100%) which is not present in the base game and can, with the aid of dropitem or other cheat mods, make expeditions substantially easier as a result.

Betterbots - by eaternunit100: This mod (with aimbot on) is certainly a cheat as it essentially gives you bots that:
  1. Cannot deal damage to you or other bots.
  2. Cannot miss a target using its perfect accuracy, demolishing waves.
  3. Inflict 10% weapon damage and have 10% resistance to melee and projectile (if using ver. 0.0.4)
Many other improvements like their ability to shoot at tank or mother weak points or are able to pick up big (objective) items during combat are things that should definitely be implemented, however will likely never see that update because bots are not the biggest priority.

AdminSystem/[Public] - by Hikaria: This mod is straight up an admin system for testing purposes, but can be used to enable features like god mode, infinite resources, or minimapwarp (able to click on the map and teleport to that location, if able). The mod functions on a voting system (mainly focusing on the public version), however is ignored if only host is present and has the mod which allows cheating through expeditions for clears.

CustomBoosters - by Endskill: This mod is cheating. There is no arguing. You can literally give yourself a booster that nobody without the mod can see its stats and give yourself 10 trillion % revive speed, foam portion, etc. all in 1 booster and then all the other bonuses available like terminal use on another and be a god while having 0 conditions. Don't use it in pubs.

InLevelCarryOnBack - by Hikaria: This mod allows you to shoot and/or melee while having an objective item, but diminishes your speed. This goes against how big items work in the vanilla game where you are unable to use your arsenal, even if it seems stupid, and allows you to bypass sections that are supposed to be a challenge.

StrongerPrisoner- by Chaxi: This lets you run with an objective item. No further clarification needed. Game enhancers stay losing.

BURSTCANCELLING - by greatmods: This mod brings back the OG Rundown burst cancel trick where you can quickly swap your burst cannon to something else while in the process of your burst fire, thereby cancelling it. This was used to clear waves better because it allowed you to pick shots while doing massive damage and no recoil. Except, it's toggleable. It's not exactly subtle.

RunAndGun - by GTFOModding: This mod is a little challenging to distinguish, however, still classifies as a cheat because it lets you gain an unfair advantage in fights while running. You can always slide, shoot, and cancel slide and basically do the same exact thing.

ExchangeItem - by Hikaria: This mod should definitely exist in the game, however its use is most certainly cheating. This mod allows you to steal or take items from other players and/or bots. This can be very good if your bot takes something or you can keep stealing your teammate's sun torch. But using it to do an expedition you have yet to beat or for other reasons is cheating.

PerfectBoosters - by Localia: With the exception of modded content, if even that, using perfect boosters to keep the best possible booster for infinite uses abuses a system to make the game substantially easier with no consequence of use. It can, however, be understood if you are struggling to get a friend or teammate a clear yet they need an extra push to get a clear. Even so, that player just needs to get good.

HeroicHeart - by AoiYuki: This mod, while definitely appealing because f#ck the stamina system, is cheating because it allows you to do things in opposition of how the game works. You can still kite even with stamina by yourself or with others without issue or taking damage (or much).

AimPunchAdjustment - by Untitled: This mod allows the user to bypass aimpunch experienced by an enemy attack which is unfair to other players who experience it and have trouble killing enemies.

ApexPrisoners - by Localia: The main issue with ApexPrisoners is the slide mechanic where you can slide down a slope and gain a massive speed boost. This makes the gameplay very cool, however, makes wave kiting super easy as you can use slopes to essentially evade any enemy.

DropItem - by Extra: DropItem is very powerful because you can just relocate all items into a single or small set of lockers or boxes. I will say that such a feature should be added because there is no reason you can't physically put ♥♥♥♥ into a locker or box...they are meant to store things. But, still, this is not in vanilla and thus is considered cheating because it allows you to make super hard things easy.

BoundaryBreak - by Frog: You can use any spot cheese. Still, ♥♥♥♥ invisible walls.
‎ ‎ ‎ ◆ 3.8 - Ammo Balancing
Ammo balancing is a very important part of the game, especially for solo-ing or speedrunning. The following video by the great TheRealKherpi describes the concept:
General Rules
As a general rule, remember that your special weapons get more out of ammo packs than your primaries. If you have a balance of 10% assault rifle and 100% sniper, for instance, it is more of a waste to not shoot a single striker with that sniper bullet and then be given ammo than it is to shoot it then be given ammo, balancing both weapons and getting more potential kills with your arsenal which increases your survival chances. This is not ALWAYS a necessity and you can sacrifice not ammo balancing if you know ahead of time the weapon can be used in excess to balance out later.
‎ ‎ ‎ ◆ 3.9 - Door Sniping
How can door sniping help me?
Door sniping is a bug you likely have been taught, especially if you are a veteran. This bug allows you to close a door in which you simultaneously shoot and kill enemies thereby eliminating large threats, such as scouts, without triggering them. This can also be accomplished while a security door opens, however, you must do it before it opens completely. This can also be done with the doors that you can open and close freely.

Its applications
Door sniping is not always a necessity, instead you can just run in and kill everything like a person who has entered their caveman phase. Door sniping can be really useful, especially if there are certain enemies that can pose a challenge to you. For instance, if there are 5 scouts in a room or 1 scout surrounded by enemies you can't take down without the scout waking up then you can just open the door or security door that goes into that room and snipe them with a weapon that has good range. When door sniping it is good to take into account how much distance there is between you and that enemy. The further they are, the more damage falloff you will have which makes it more unlikely your shot will kill it. For this situation, sniper is the most useful weapon.

Representation on using normal doors:

Representation on using security doors:
‎ ‎ ‎ ◆ 3.10 - Prisoner Disinfection
Short little tidbit
Ok, so this is just a short little thingy that talks about removing infection in levels where the player is forced to have infection or if you get infection in a level with little disinfection. As of the writing of this guide, R5E1 - KDS Deep is the only such level that forces players into 100% infection regardless of detox. In expeditions with infection, exceeding total detox between boosters of 100% of more will result in you losing infection even if forced to have it.

Example scenario
Let's say you are doing R4E1 - Downwards, Extreme (reactor) and you get infected to 85% but you are the bio tracker user and are not the host. If you have perfect boosters, persistent boosters, or just have a bunch of boosters you can rejoin the lobby with over 100% detox, enter into an area of dense, infectious fog and stand until you are disinfected then leave the foggy area and either rejoin again with your previously equipped boosters (if applicable) or just continue as is to prevent further infection. Simple. Here is a video demonstration of this:


Boosters as a topic
Boosters aren't the best thing and have a lot of controversy, especially over use of mods like Perfect Boosters where the player is given the most optimal values of a booster with no penalty of its use (it's a cheat by definition, giving an unfair advantage their is no discussion about it). Boosters are definitely OK when it comes to doing very challenging expeditions by yourself. Even solo player T-Nenpi uses boosters on the deeper expeditions, but not for those like in A, B, or C tier.

Note
As per the rules of the speedrun submissions, disconnecting and reconnecting is not allowed in your runs and therefore use of this by rejoining constitutes a disqualification in your run submission. Keep this in mind if you are planning to use boosters in a full squad speedrun.
‎ ‎ ‎ ◆ 3.11 - Silent Sentry
Quirk with Sentry
Sentries are a key part of GTFO, an automated extra gun. Sentries, once placed, will auto lock on enemies within their range and fire until either out of ammo, picked up, or no enemies are seen in their range. Sentries can be placed basically anywhere on solid ground, including the middle of doors. If you place a sentry in the middle of a door, i.e., the door will close and "cut the sentry in half", the sentry can essentially fire at enemies past the door (if it can see them) and kill them. This can be used to kill scouts without them waking up or enemies too close to each other.

Caution
This trick can be helpful, but is pretty cheeky to use. Besides that, it can also majorly screw you if you're doing this with a team and they somehow do something like opening the door to screw it up. If the sentry is placed too far inside the zone it will not keep the room quiet, it will auto aggro. Enemies close to another that was killed but missed by the sentry will wake up the moment the door opens. If this enemy happens to be a boss or something then prepare for a fight.
‎ ‎ ‎ ◆ 3.12 - Flyer Skip
Chapter 4 - Spice It Up: Table of Contents
◇ 4.1 - Weapon Customization
┕ Customize loadout look for purposes of fun and eye candy. Not meant to impact gameplay.

◇ 4.2 - Weapon Randomization
┕ Randomize weapon loadouts for fun or for challenge in either a randomized or set expedition.

◇ 4.3 - Gameplay Challenges
┕ Challenge yourself by adding extra tasks.

◇ 4.4 - Gameplay Restrictions
┕ Challenge yourself by restricting your actions.

‎◇ 4.5 - Expedition Randomization
┕ Randomize expedition layout for increased fun.

◇ 4.6 - The Start Command
┕ List the START executable commands for increasing the challenge of your gameplay.
‎ ‎ ‎ ◇ 4.1 - Weapon Customization
Customize your gun drip
So, in my honest opinion, the guns in this game have grown to be too boring. The designs are ok, but there is very little actual differences between guns. Some gun frames are directly copied and modified slightly with some exceptions. I like the ability to customize my guns in this game because there is no actual rewards other than stupid cosmetics that I can't see in-game that isn't my pants when I look down at the floor or my hands.

To customize your guns or melee weapon, head over to nexusmods and create an account. Yes, you need an account. Just use a dummy account at protonmail if you don't wish to use your personal account, it doesn't require a phone number spam verification like google does. Anyways, create an account and navigate to GTFO's directory at "nexusmods.com/gtfo" and look for Henry0012's WeaponCustomizer. This mod will allow the changing of gun frames, stocks, sights, melee parts and more with the selection from GTFO's options. You will, sadly, be unable to use the neonate as a melee weapon outside of modding, however, if this game actually dies and it can have vanilla support to use anything we may yet be able to use our children in warfare.

How to use the mod
The mod, as of this writing, currently houses a bunch of features. You can modify your sledgehammer to your liking (If you wish to change something from other melee weapons, that is not yet a possibility, however, you can use the maul mod to change one other slightly. Will discuss at the end of the section.) and your guns through several configuration files created at first launch with the mod. Each configuration file displays all the currently allowed modifications to your guns and sledgehammer. Some guns have many frames to choose from while others like the standard buckland do not and others none like the high caliber pistol.

By default, stuff such as changing gun stats with changes in modifications is enabled which may ruin your and other's experiences, so I recommend to disable everything in the WeaponCustomizer.cfg file except the hot reload which allows changing config files of things in a lobby without having to quit and relaunch the game to see each new additional change. There are some features to make gun stats substantially different than how they initially work which might get your teammates really mad at you for using them and you might even get lfg perms removed or banned from the GTFO discord, as if that matters. So, I recommend you keep those options off.

Modifying another melee weapon?
Henry has forgone the modification of other melee's like bat, knife or spear because they looked bad, however you can modify one more to look really goofy if that is your intention. Using the Maul mod on Thunderstore, use the following table to change the head part of one melee with that of another. This won't look particularly good, however, other people will see it and so will you.

Melee head piece persistent IDs
Melee connection
2
Santonian HDH: Sledgehammer
3
Maul : Old Sledgehammer
4
Four Sided Mace
5
Gavel: Old Sledgehammer
6
Mallet: Old Sledgehammer
7
Two Piece Axe
8
Trench Mace
9
Gear Axe
11
Sledge: Original Sledgehammer
12
Mastaba Fixed Blade: Knife
13
Maco Drillhead: Spear
14
Kovac Peacekeeper: Bat
‎ ‎ ‎ ◇ 4.2 - Weapon Randomization
Why not spice it up?
Let's make your gameplay hell or completely cracked, fate will decide. Generous creator TheDoggyDoge has developed an easy visual randomizer for GTFO, randomizing expeditions, the loadout, difficulty, booster allotment, and expedition. You can find the randomizer at perchance.org/gtfo-randomizer

I would say that if you wish to do a randomizer run that you confirm the whole team is ok with it or have those that do not wish to participate leave or continue without randomizing, it's your choice. If you are making a post for a randomizer in the GTFO discord, advertise it as such before people join so that even if they give you ♥♥♥♥ you can point to them being blind by not reading the post before they joined. That's all. This is purely for fun, you don't need to speedrun with this, but you can.

Make it even spicier
Sure, you can randomize weapons before beginning a game, but what if you have them randomized while playing a game and create even more chaos. Using Cookie_K's "WeaponRrandomizer" mod, your weapons chosen at lobby will be randomized at any given point which can be very inconvenient or convenient depending on the situation. You should probably tell people you're running this before doing a run because people can be really toxic about any mods even those that do basically nothing.
‎ ‎ ‎ ◇ 4.3 - Gameplay Challenges
Making your life just a little worse
Your friends (if you have any) can decide to be utter ♥♥♥♥♥ and just make you do the dumbest stuff in an expedition. This include stuff such as:
  • Every hack lock must be opened with a lock melter.
  • Every physical lock must be mined off.
  • You must open every door you come across, despite it being useful or dangerous.
  • Every enemy must be killed, even if respawned.
etc. etc...
This list can be expanded if you wish and can be much more forgiving or hateful to the person who has to abide by the rules. These things are not set in stone and can be warped for your own needs and time constraints. Challenges can be simple such as you having to knife every scout to improve your own skills, it doesn't have to force you to solo melee tanks.
‎ ‎ ‎ ◇ 4.4 - Gameplay Restrictions
What is different about Gameplay Restrictions?
Gameplay restrictions are, as the name implies, restrictions placed on games. This can include the use of mods to enforce them, if you wish, or just punishment of ending a run immediately if broken at any point. This may include things like:
  • No meleeing allowed.
  • No shooting [insert specific enemy] allowed, however [insert] is allowed.
  • You cannot use any [insert] packs in a given expedition.
  • [insert specific enemy] cannot be killed by any means.
etc. etc...
This is mostly up to you for the purpose of challenge or fun, testing your ability to perform specific actions despite not having your preferred method of execution. You can create your own list of possible stuff to do, you can even make a piece of code or html page that randomizes restrictions on an expedition if you'd like. If any are created with the permission of public use from the author, I will update it here.
‎ ‎ ‎ ◇ 4.5 - Expedition Randomization
MushroomSeed by Jish
Mushroom seed is a mod that allows the forcing of session seed, something probably going to be untouched in your runs. The other option is the option to randomize the build seed of a given expedition, randomizing the room layouts. This can be a little bit broken in some given expeditions. For example, R5B4 you may experience the extraction scan not appearing at the final room and, instead, be placed at the entrance zone which is not how the original expedition goes. Keep this in mind if you care at all or are just looking to have fun.

Zone_Randomizer by dakk
Similar to Jish's mod, this allows the randomizing of expeditions' zones, making runs different which is why you're bothering to read this. Much like jish's own mod, this is necessary on all clients who join the lobby, otherwise they will not be able to participate.

GTFR by Jish
This one is much more cursed, not only randomizing zone layouts but enemy appearance as well. You may, for instance, have shadow giants in R1A1 - The Admin despite them not existing there originally. This can be a really good twist to your GTFO experience as you can't really predict what is going to be present in a given expedition.
‎ ‎ ‎ ◇ 4.6 - The Start Command
GTFO had introduced the use of the START command which is able to run things that can spice up a level. You could make a whole expedition dark (to a point in certain ones) or fill the 'whole expedition' with infectious fog that brings you to 100% infection really fast. Or perhaps you wish to have an error activated each zone you enter? Or even better: queue up the START DENOFWOLVES.EXE command to ruin the processor of anyone unlucky to open the page for a single second.

Official Page Redirects + Log:
  • START DENOFWOLVES.EXE (Launches the marketing game page for DOW.)
  • START GTFO.EXE (GTFO online page redirect)
  • START PRIVATE_ENCRYPTION.EXE (Log)

Expedition-Modifier Commands
    • START LIGHT_TESTING.EXE (Disables all lights in a given expedition. Is not permanent if expedition contains parts where lights turn off and on.)
    • START VENTILATION_OVERRIDE.EXE (Highly infectious fog transition.)

Error Alarm Commands
    • START THREAT_LEVEL_M.EXE (Smalls error w/ chance of giant)
    • START SPAGHETTI_&_MEATBALLS.EXE (x3 Flyer error alarm)
    • START FRIED_CHICKEN.EXE (Big shooter infection error alarm.)
    • START RASCAL.EXE (Nightmare shooter + nightmare baby striker error alarm)

Modify Player Inventory
    • START AMMO_QUALITY_CONTROL.EXE MINIMUM (Removes ammunition of all players' primary firearm. This does not affect bots.)
    • START AMMO_QUALITY_CONTROL.EXE MAXIMUM (Removes ammunition on all firearms and tool of all players. This does not affect bots.)

As of the latest patch where terminal commands hashing algorithm is SHA256, the alternate use of commands like "YXKMOS.EXE" and such are useless. The only ones that work are those that are intended. Some are missing here as a result and will be updated once found.

What if people abuse it in my lobbies?

Start commands, as of the recent update, probably, have been made host-only and cannot be activated if host is nearby a terminal which is executing a start command, meaning the mod NoCrankNoStart[gtfo.thunderstore.io] by hirnukuono is now useless. This does not mean, however that you shouldn't take it because, let's be real, the devs aren't exactly the best at keeping things fixed.
6 megjegyzés
Fenekie ápr. 17., 8:08 
i think this is one of the best guides for this game, thank you very much :3
TwentiethOrphan  [készítő] 2023. okt. 30., 13:10 
Links seem to function as normal now. I have edited the text to generate hyperlinks and the datamined code list is now available for use and download.
Bravo 2023. jún. 23., 12:57 
fake
星云子/杏仁子 2023. jún. 17., 21:16 
very usefull, 10/10 woul gtfo agian
TwentiethOrphan  [készítő] 2023. máj. 4., 5:22 
Hopefully future content brings some new things to add. Don’t be afraid to comment very harshly on my guide if you spot anything wrong with it.
Cheese 2023. máj. 3., 20:39 
To preface, I am not a speedrunner, however, even as a casual player this guide is very useful in honing my skills at the game. I appreciate the way the guide is structured, starting with basic movement and weapon selection, before deep diving into more specialized areas of play such as alarm cancelling and dealing with bosses. Although I have almost 700 hours of GTFO, this guide still taught me new techniques and mechanics, such as blackhopping and having 200+ stamina dealing damage. The video's and level examples provided include a more personalized, in depth perspective into certain mechanics introduced, and are a welcome addition to any step that may seem confusing, such as the elusive door glitch. All in all, my only real complaint with this overall guide is that it ended. i quite enjoyed the added humor, and had an enjoyable read throughout. 10/10 would try speedrunning again.