We’ve put together the ultimate GTFO beginner’s guide to help new players bootstrap themselves to success.
While it’s near impossible to write a fully definitive guide on GTFO, thanks to the Warden changing the rundown of stages on us every few months, we can at least compose a guide that helps you make choices based on your playstyle.
Touching down in the dark, with only vague instructions from the Warden, you’ll have to make your way as silently as possible through corridors inhabited by the transformed sleeping inhabitants.
We can’t tell you where every enemy will be, but we can tell you how to cope with possible arrangements. There’s also no way to know what useful items you’ll find down in the dark, but we can tell you how to put them to work.
Join your friends or strangers from the net in a lobby, and your first choice will be your weapons and tools loadout. We always recommend that you dive in merely with the weapons that speak to your preferred shooting style in your first few games.
Table of contents
Selecting your Main Weapon
The choice of your primary weapons boils down to personal preference. It’s not essential, but it helps if the team has a balance of long and short-range. Proficiency with your gun of choice is critical.
Note that some weapons are rundown specific and may or may not be present in later rundowns.
Pistol – Shelling 549
Semi-automatic, medium-range, balanced recoil, high ammo capacity
The pistol is the closest to the middle ground of all weapons. It fires as fast as you can pull the trigger and has minimal recoil. Perfect for new players and those confident in their aim. It comes with a fair amount of ammo but lacks a bit of punch on larger targets.
SMG – Can Auken LTCS
Fully automatic, high rate of fire, short-range, high ammo capacity
The SMG delivers rounds to the squishy little things very quickly. With a moderate range, you may start to fire a bit sooner than you would think. The tradeoff is less damage, which becomes more noticeable the deeper you travel into the rundown.
Machine pistol – Raptus Treffen 2 (Rundown Specific: April 2020)
Fully automatic, high rate of fire, very short range, high ammo capacity
Couldn’t decide between the pistol and the SMG? The devs have kindly blessed us with this best of both worlds weapon. Shooting faster than the pistol and hitting a bit harder than the SMG, it’s essential to know that this gun is only when the creeps get nice and close—like, touching your face close.
DMR – TR22 Hanaway
Semi-Automatic, Long-range, high damage, limited ammo capacity
If you’re confident in your aim, then the DMR is the gun for you. Slower and steadier than the full-autos, this bolt-action-like rifle will put holes in the sleepers’ heads and bigger boys alike. If your aim isn’t excellent, then you and this gun won’t be friends. Ammunition preservation is critical in GTFO, and you will do that dramatically with the DMR.
Assault Rifle – Malatack LX
Fully automatic, medium-range, balanced recoil
Want something a bit more punchy than the SMGs but feel slightly less like sprayin’ n prayin’? The assault rifle fits well into this niche, rewarding players with a satisfactory aim without punishing those whose shots aren’t perfect. The assault rifle is less punishing in ammo depletion, making it an ideal weapon for beginners who aren’t keen on pistols’ precision or SMGs’ spray.
Burst Rifle – Malatack CH 4 (Rundown Specific April: 2020)
Three round burst, medium-range, balanced recoil
Again the dev’s heard a cry for a weapon in-between, and thus we received the burst rifle. Firing three shots in succession each trigger, this weapon toes the line between the accuracy of the DMR and the power of the Assault Rifle.
Selecting a Special Weapon
If you can’t hear the pitter-patter of little sleepers for the stomps of the bigger boys and girls, it might be time to consider reaching for your special weapon. Each serves a function, and unlike the primary weapons, specials are unforgiving and wasteful when used outside their preferred range environment.
Much like primary weapons, your choice depends chiefly on your preferred proficiency. As time goes on, you may want to branch out and learn new unique weapons, as some find themselves more useful than others.
Shotgun – Buckland 5870
Semi-automatic, short-range, high damage, low ammo capacity
Standard shotgun. Does what it says on the box, firing a large cone of pellets at short range into nearby enemies for substantial damage. Make sure your target is nice and close, or your pellets will only scrape the walls.
Combat Shotgun – Buckland AF6
Fully automatic, high damage, short-range
Slightly different shotgun, in a slightly different box. Much the same as the ordinary shotgun but can fire its rounds much quicker. You lose damage instead of having more ammo, but this does allow you to control where you put that damage efficiently. Surgical and efficient while still being…shotgunny.
Revolver – Mastaba R66
Semi-automatic, high damage, medium-range, heavy recoil
Couldn’t get enough of the pistols? Well, a bigger and better one has been provided. If your aim is on point, this superior weapon is for you, packing a massive punch and equally enormous recoil. The revolver rewards those who know how to click on heads.
Machine Gun – Techman Veruta XII (Rundown Specific April: 2020)
Fully automatic, charge-up fire mode, medium-range, high rate of fire
Less good at clicking on heads? You and the machine gun will get on just fine. With a high fire rate, the machine gun finds excellent worth in almost any combat scenario. It clears out a wave of charging sleepers, putting the larger enemies back to bed, making the machine gun the most flexible and forgiving of all special weapons.
Sniper – Koning PR11
Semi-automatic, very high damage, long-range, low ammo capacity
No special weapon list would be complete without the polar opposite of the machine gun. The sniper rifle is the highest single-shot damage weapon in the game. You pay its price by carrying bullets only in single digits and by waking up every sleeper possible when your aim isn’t perfect. Essential for dealing with certain monsters in later stages, it is necessary to have at least one friend who can effectively use the sniper.
Selecting your Tools
C-foam Launcher – Stalwart Flow G2
Enemy slowdown, door reinforcement, charge up fire
The C-foam launcher sprays the floors, walls, and doors with a chilly foam gel. Sleepers who touch the gel will freeze in place to make shots more effortless and slow a horde down considerably. The gel charges in the barrel and sprays out more the longer you hold the trigger. The real neat trick of gel is locking down doorways. Spray a closed door, and it will freeze over, effectively doubling its strength when the sleepers try to breakthrough.
Bio Tracker – Dtek Optron IV
Enemy detection, enemy tagging
Smart navigation of the rundown is the name of the game, and unfortunately, the sleepers like it lovely and dark down there. Lucky, we have a tool to cope with all that unending darkness and pesky brick walls. The tracker sends a radar signal out into the room and through walls, bouncing back to a handy interface that lets you know where sleepers are in the room. It also highlights any of the larger enemy types and allows you to ‘tag’ moving targets to make shooting them easier.
Whether or not you need a tracker is a problematic question. New groups or seasoned players on a new map should take a tracker with them. Note, just one tracker. With communication, any more than that is robbing you of the other necessary tools. However, after a few attempts, you learn the layout progressively, letting you depend less and less on the tracker, freeing up a spot for an extra tool. But the deeper you progress in the rundown, the more enemies change their type and tactic, and in the very deep and dark places, you might even find the tracker becoming invaluable again.
Mine Deployer – Krieger 04
Laser triggered explosion, shaped charge
While the mine may seem designed to deal with large charging groups intuitively, its value is in targeted kills in preparation for fights with the larger sleepers. Once placed, a landmine’s laser outlines the area that will trigger the mine if crossed and shows the area that will contain the explosive.
Unlike a standard explosive with a large circular radius, these mines blast in a tall cylinder along the same line as the detonation laser. As such, smart placement is to put mines on walls rather than floors so that the triggers cover a larger horizontal area.
Burst Sentry – Mechatronic SGB3
Deployable, automatic enemy detection, medium-range burst fire
Wish you had more friends? Bring an extra one along in your backpack. Deploy the turret in a raised position where it can see the largest area, and it will contribute to the fight as if you had an extra assault rifle on hand. You can also preemptively place them in hallways that you know sleepers will approach, effectively thinning the herd before they reach your position.
Shotgun Sentry – Mechatronic B5 LFR
Deployable, automatic enemy detection, short-range
Wish you more friends that were into shotguns? Much the same as the burst sentry, the shotgun sentry will stand stalwart wherever you leave them. More useful in tight spaces and at a shorter range than the burst sentry, there are times and places where this turret finds much more value in its killing power.
The Sentries – Burst & Shotgun
Neither turret takes damage from sleepers nor draws their attention. Sleepers will run past them in a corridor without a second thought. They are limited to about a 90-degree field of view which swings back and forth on a 180-degree axis. In short, they face the way you place them and look forward when looking for targets.
They may swivel and turn as they fire, but they will only look within their ‘forward’ range when in search mode. This makes learning that visual field significantly, as sleepers can walk on by a turret whose head turned a little funny.
Their biggest drawback is ammunition. Depending on the encounter’s size, you may only get one or two good uses out of your turrets per run. Deciding when and where these turrets are useful depends mainly on the technical skills of your group.
Advanced players with excellent aim may ignore the turrets completely, whereas those without this technical proficiency might pick the turrets to round out their combat damage.
The Warden will give us a new list of objectives in new stages every few months. The rundown, as it’s called, is the list of locations and depth of each level. The deeper you go, the more complex and challenging objectives become.
The warden needs a bunch of things that are spread out all across the stage. He will tell you what they are, and you can find them in the bright orange lockers and boxes. These missions will have you traverse the entirety of the complex looking for them. Regardless of what he asks for, they’ll always be in the lockers or on top of boxes.
Once you’ve found them all, head back to the drop-off point. These missions are more about stamina. You must maintain a minimum of resources to get you through the inevitable fights, as you’ll end up making your way through every room in the compound.
Looking for something peculiar this time, the Warden wants you to find a cryo-pod (like the ones you start the game in.) To find the specific pod, you will need to consult the terminals throughout the stages and use the ‘ping’ command.
Simply type ping, and the exact name of the pod you are looking for is randomly determined on each stage reload. The terminal will produce an area number, follow the signs to that area and once you’re inside, either search aimlessly or find another terminal. Now that you’re in the right location, the ‘ping’ command will return which specific room contains the required sample.
Both your map and the walls have extensive signage, marking your current and nearby room numbers. Rooms progress reasonably logically. If you are in area 17, the door up ahead will connect to 18. The first room in area 18 will be 18-a and is related to 18-b-c, and so on.
The Warden forgot to mention that it’s against the rules to take unauthorized DNA samples, and once you find the pod, taking a sample will trigger a compound-wide alarm. We recommend you have the fastest path to the drop-off point, where you began, mapped out. Either mentally or with glow sticks.
An unending horde will pursue you back to the mission, start and continue coming for a minute or so it takes the Warden to get its act into gear.
The Warden needs you to do something naughty again, but you get a bit of a heads up this time. Make your way through the stage until you find a terminal. We can’t tell you what you’ll explicitly have to type in as that changes mission to mission and on each reloads. Follow the terminal’s instructions to ‘reset’ or ‘activate’ as necessary, which will then take time to generate a password that you must input into the terminal within a set amount of time.
Between typing commands and waiting for the new password to generate, you will have to fight multiple waves of sleepers. The stage layout works to the players’ benefit, with plenty of choke points, hallways, and raised platforms, as well as a massive supply of ammo and tool refills.
You’ll have to juggle fighting the horde with obeying the terminal, as failure to type in the new password means your team will have to fight the previous wave again. Assuming you finish the terminal tasks, head back to drop off and get out of there.
Find and Deliver
Several stages require you to find and transport an item from site A to site B. while this process can be less stressful than other mission components, it typically acts as a trigger for a harrowing event. Finding power cells to plug them in at a different location might only serve to power a door that turns out to be an alarm door.
In some stages, you’ll have the task of carrying everybody’s favorite neonate container. The warden will kindly drop it off for you at the start of the stage, where you will be required to bring it to a particular location and carry it back.
The neonate container itself doesn’t appear to be in any danger and can be left safely behind until you need it. However, carrying it occupies your hands, effectively removing a player from the action while holding it.
In his defense, the Warden never said it would be easy. There are several challenges you will face in each stage. But they are randomly determined when you load in, so while we can’t tell you what to expect per rundown, we can tell you how to cope with each one you find.
A classic. You’ll need to find a key to get through it. Find a terminal and ‘ping’ the key you need. Looking at the locked door will tell you which one you need. Pinging will guide you to the area holding the key. Then new terminals in the area will then lead you to the specific room.
This door just wants to have a good look at you before letting you through. The squad will have to line up at the door and wait a set amount of time. More complicated doors will then send out lights into the room that will require you to split up and stand in each for a time before it’ll let you in. Just follow the lights.
Either door type can include an alarm. In this case, when starting to open the door, an alarm will sound, triggering a horde event. You can set up and prepare for the horde before you activate the door if you like. Note that a scanning door must be complete before the alarm stops.
Spilling gore and much at the seams, bloodied doors look very similar to alarm doors. However, unlike alarm doors that will summon a horde to attack you, a bloodied door has an active horde on the other side that will trigger when opened.
Recognizable from standard alarm doors by their bright red neon rings, these intimidating doorways block progression to the stage’s final objectives. To clear them, you will either need to survive an extended alarm fight or complete several objectives throughout the stage.
Sometimes you’ll enter a room only to see that the odds stacked against you in such a way that fighting isn’t possible. There are so many big boys hanging about that you can instinctively tell that you wouldn’t win.
While there are no ‘impossible’ scenarios, these fights will cost every resource you have, leaving you crippled for the rest of the stage. In these situations, you have to choose stealth, which can be difficult when there are 4 of you moving together, and dozens of sleepers to avoid.
Move together and communicate. Tell your team when a sleeper lights up because the odds are good they have their eyes on three other sleepers.
Lockers and Boxes
Sometimes they’ll contain equipment, other times the essential items the Warden has asked you to find. To open them up doesn’t make any noise unless you have to break their lock off. Locks either need to be bashed off with a hammer making a fair bit of noise, hacked in the hacking minigame, or removed with a lock breaker.
When hacking, simply watch the colored bars move from left to right and back and click when the bar lines up with the indicated area. A hacking failure will produce some unfortunate noise.
Usually found in the lower levels of stages, the fog is a persistent blight. Hard to see through, obscuring enemies, loot, and rendering flashlights useless. The longer you spend traversing the mist, the higher your character’s infection rate progresses.
The infected status is a percentage that increases the more you are hit by enemies and the more time you spend in the fog. That percentage represents a cut at the top of your maximum health. Try and spend as little time in the fog where possible, and as always, avoid getting hit.
Found throughout the stage, these are items with limited uses but are essential to your progress.
There is always a sight for sore eyes; the refill packs will replenish any player’s ammunition and health with any combination of guns and tools. You can choose to either use that pack on yourself or a friend or a deployed device. Each refill pack will have a randomly determined number of uses, ranging from 1 to 5. Any excess will go to waste, so don’t try and overfill your ammo, health, or tools.
- Health packs will restore 20% of your health up to your maximum health bar.
- Ammo packs will restore about 18% of both a player’s primary weapon ammo and approximately 30% of the ammunition for their special weapon. Note the ammo pack doesn’t work on turrets.
- Tool refill will return 20% of any tool’s central resource, including the bullets in turrets. You can also apply a tool refill pack directly to deployed turrets.
- The Disinfection pack will reduce your infection rate by 20%
The fog which fills lower areas of a compound is toxic and hard to see through to boot—throwdown repellers to lift the fog from a 5-meter radius for about 2 minutes.
The things can be lit and tossed, producing neither enough light or sound to affect sleepers. If you want to scope a place out without waking everything up, throw a few of these around.
One time use a lock destroyer, nice and quiet, unlike your hammer. Break the lock off a locker or box.
Long Range Flashlight
Brighter than the flashlight attached to weapons, this light source is broader and brighter. Useful for spotting shadows and obscured loots. Be wary, though, as the light will almost immediately wake up sleepers.
Explosive and C-foam Tripmine
Unlike the mine deploying tool, you place these mines by hand. They operate in a very similar fashion to the deployed mines. A laser beam emitting from the mine serves to display the mine’s triggering area and place the mine will affect.
The explosive mine will burst a conical explosive along the beam, whereas the c-foam variant will burst freezing c-foam spray.
Much like the C-foam launcher, this grenade deploys a large blob of C-foam wherever you aim it. One grenade is enough to freeze up a door. Not as useful as the launcher, but handy to have instead of one.
You can also find two kinds of syringes throughout the stages, a red i2-lp, and an LLC. The red I2-LP will give you a small health boost, whereas the yellow LLX will provide you with a 10-second damage boost. Both syringes will also give you a small amount of infection.
For creatures nicknamed sleepers, they sleep remarkably light. Any movement, light, or sound will prompt them to begin waking up. Fortunately, players have an opportunity to recover from small missteps before situations spiral out of control.
Learning how to avoid waking the sleepers requires a fundamental appreciation of their waking, sleeping, and breathing phases.
While they are asleep, they will sit perfectly still, quietly clicking to themselves. While sleepers are in this state, they don’t mind if players move around crouched. Move a bit too quick, get a bit too close, make any noise or shine a light on them, and they will move into the breathing state.
Watch any sleeper for a moment, and you will see them draw a breath every 10 to 15 seconds. Once their blood starts pumping, their bioluminescent organs will pulse with light and swell. Gross, but informative. During this pause, the sleepers are hyper-aware, and all player movement must stop. Any movement, light, or sound will push them into the waking state.
When they are waking, they will thrash violently. Sleepers, pulsing and twisting where they stand or sit, is on the cusp of waking. Any distraction after this point will rouse them. The waking state is the last alarm to let you know that you will wake the sleepers if you don’t stop moving and turn your lights off.
Stop… wait, and the sleepers will go back to dreamland. If you wake them, you will have about 2 seconds to make up your mind to react. A quick hit to the head with a hammer will kill the sleeper waking and is sometimes the best response, but you can start waking other nearby sleepers.
Suppose you manage to understand these phases, sleeping, breathing, and waking. In that case, you can skillfully navigate a room and whack each sleeper in the head with your trusty silent hammer, never having to engage in shooting combat.
While a hammer is silent to swing, it is loud when it cracks their heads. The noise will push sleepers up one alert level, after which you’ll have to let them settle back down. An important note is that the hammer, unlike every other weapon, does not damage other players. So it’s safe for you and a buddy to swing hammers wildly.
Fail to respond, and a sleeper will shriek, instantly waking every other sleeper in the room. If you’re not quick enough to stop moving or fast enough to put a shrieking sleeper down for a dirt nap, then it’s time for combat.
The most frustrating mechanic of stealth is the random breath cycles that each sleeper takes in the room. One way to cope with this and bring them into sync is to quickly wave your flashlight across them. They will all move into the breathing or waking stage and go back to sleeping together, letting you pick them off, one by one.
The major advantage players have over the sleepers is controlling where the fight takes place. Sleepers will sleep in random patterns throughout each room. It’s a given that not waking them up would be goal number one. There are times where that’s unavoidable.
Waking one means waking every sleeper in the room. Once awake, Sleepers have only one goal, find the players. Equal parts terrifying and useful. This tunnel vision allows you to funnel the sleepers into situations where the players have a definitive advantage. There’s no need to fight the sleepers where you find them.
Was there a tight corridor a few rooms back? Is there some space in which your team could set up an effective crossfire? If you must wake sleepers, take them to where you would prefer to fight them.
Once the horde starts running, they won’t stop until they catch up with the players. Lead them through a doorway with your team ready on the other side. The small doors only let so many sleepers through at once, reducing the number of targets and the potential directions the sleepers approach.
If there are no excellent choke points around, find a lovely long hallway. Have your squad set up at one end of the hall with backs to the wall. The horde will have to make its way down the long corridor to reach you, all running through roughly the same space. It’ll play out more like a weird shooting gallery than a horrifying mutant apocalypse.
Sometimes there are no choke points or handy funnels. Choose a wall, surface, or ledge and have your team split into groups of two. Each group should occupy one corner of a shared surface. If one group goes to the North corner, have the other go to the East or West. Never go opposing corners, North and South, or East and West. The idea is to set up an ideal fire field covering 90 Degrees from each corner without risking a friendly fire. As each team fires at incoming targets, you benefit from missed shots potentially landing accidentally on other marks and dividing the spread of sleepers.
Your array of tools present opportunities to trap and or slow the progress of the horde. Burst sentries benefit from an elevated position, whereas shotgun turrets are better up close. The horde consists of individual movers, and they must slow down a little to turn corners. In these slightly slower moments, turrets find the most value, so set up your shotgun traps near corners and doors. As cool as turrets are, they will accidentally shoot you if you run through their field of fire. So decide where they’re going to be and let them do their thing.
The high ground is always an advantage, and you should utilize it in any tactical engagement. From an elevated position, your firing downwards presents easier targets and maximizes the headshot window’s size. More often than not, access to the high ground also offers a possible choke point, as sleepers will often have to climb ladders or stairs to reach you.
Keep in mind that in a pinch, sleepers will find their way onto any ledge. There are few, if any, places on maps that are out of their range.
Most, but not all, doors can be closed behind you. We have found it a better idea to leave them open until you decide to put them to work. Sleepers will have to break through a locked door before the horde can push through. You can double the amount of work they have to do by freezing the door with the C-foam tool or found C-foam grenades. Use this to slow their progress from specific directions or in tandem with traps and other mechanics.
Sleepers will figure out that there may be another path and give up on beating through a door if another way is available. When this happens, it is essential to know that the door is broken and irreparable. The only way to open it again is to finish destroying it with your hammers if you want to open it also.
Freeze and Cheese
A crowd favorite in our squad. Place your turret down the outside of a door facing the doorway. Say goodbye to your little turret buddy and shut the door on him. Once you wake the sleepers or trigger a horde event, the sleepers will come running, and they’ll have to beat through that door, giving your turret ample time to spray them down. Freeze the door for double the value.
Beware, there are spoilers ahead!
Part of the magic of GTFO is discovering new monsters and learning how to cope with them. But, we get it; the game’s hard. Sometimes you’ll be beating your head against the wall, trying to understand how to avoid or kill them. In that case, by all means, continue into the guide.
There are many variations on sleepers, but the basic gist is a mutant that will scream and wake up all other sleepers in the room if you don’t deal with it quietly. Looking mostly human, they come in a variety of flavors.
The relatively normal-sized ones can be either shooters or hitters. A shooter’s head will open, and light will shoot out in a traveling projectile ball. Move to cover when you see them firing. The light travels in an arc, so it’s not ideal to avoid ducking or taking low cover.
Hitters will simply close the distance and hit you with whatever disgusting appendage they have available, arms, tongues, whatever.
It may seem counterintuitive but if you are fighting only small sleepers with no other enemy types around, simply sprinting around and using your hammer is the best option. It saves you ammo, and so long as you keep moving, you’re as difficult a target for them as they are for you.
Big sleepers are much the same as their smaller counterparts, only more significant. They can be shooters or hitters and present a much larger source of damage. It’s a good idea to change to special weapons to cope with them, and never a good idea to approach them with hammers once combat begins.
You can take out big sleepers with melee before combat starts, but it will take three precise hammer blows to the back of their necks. Not impossible, but difficult without extensive coordination from your team.
We’ve heard them be called scouts, but we stick to calling them tentacle heads. They will traverse a room, stopping now and again to open their skull and splay out a wide array of tentacles. If a tentacle touches a player, the creature will perform a unique shriek, waking not only the sleepers in its room but every adjoining room, as well as triggering a horde event.
They can be sorted out with a hammer if you’re confident enough to get close and wait for the tentacles to retreat. Alternatively, a well-placed sniper shot will take it out of the game as well.
The horde is a random mix of big and small sleepers coming from deep within the compound. From behind you or in any direction, there are open hallways from which the horde will approach. There is no easy way to cope with a horde but to commit to one of your group’s above strategies.
Once you get a bit deeper in the rundowns, you’ll find sleepers wearing some black goo that has hardened into a kind of carapace. They work much the same as regular sleepers, but teams must strike the unarmoured spots in the back of their head.
They will often charge and swing very fast, and the ideal solution is to put them down before a fight begins. Your group must focus their fire on the armored targets in a pinch to take them down before they barrel into the group.
Chargers, much like regular sleepers, come in both small and large variants. The larger chargers have massive damage and must be avoided in melee combat at all costs, as they can strike for almost half the player’s full health.
Once you’re adequately deep in the rundown, you’ll occasionally run into barely visible sleepers. They’ll show up on the tracker, but turrets won’t fire on them unless the player’s torches light them.
Teams with a tracker can tag them to make them easier to hit or have one teammate use the improved flashlight that you can find throughout the stages. Once lit up, their shadowy form is considerably easier to target and focus fire.
Most enemy types have a shadow variant, so be prepared to adjust your combat style when something you’re familiar with turns up invisible.
Hybrids combine sleeper’s abilities and can both shoot beams of light and strike with melee attacks if you get too close. They have a vast health pool and are surprisingly fast. Fortunately, they are uncommon, but when found, teams must prioritize them for a takedown.
Bulbous, fleshy protrusions can appear on the walls and floor throughout stages. They have glowing orbs that shine brighter the closer they are to bursting. If a player gets too close to a sac, it will evacuate a cloud that damages the player and leaves behind a substantial infection.
They can be stunned by being shot, struck, or having a light shining on them.
Blessedly rare, the mother is a boss-type creature that primarily fights by spawning baby sleepers and hiding from players in a fog that she generates. While she has a gigantic health pool, she has weak spots on her back.
When she stops to birth a fresh litter, you will have an opportunity to strike the tumorous growths on her back.
Baby sleepers are a small variant of the melee sleepers spawned by the mother-type. They appear in groups of 10-20 and are incredibly fast. As a mother spawns a horde, it is a good idea to focus them while they’re in groups.
Failing that, it’s a good idea to draw them into a choke and avoid getting surrounded by them. While babies hit for relatively small amounts of damage, they strike very fast, and when there are a lot of them, the damage adds up quickly.
Seemingly the ultimate form of the sleeper, Tanks are hulking monsters that tower over large sleepers. They are coated in spikes and armor on their front and head, making them impervious to weapons fire.
The ranged attacks are slow but do substantial damage. It is critical to avoid getting into the melee range of a tank.
The only way to take out a tank effectively is to have teammates take turns drawing the tank’s attention while the others shoot at the weak points on its back. You can use auto and sniper turrets to produce the same effect.
If you stray too far or try to line of sight, a tank will charge players to get back into combat range, making it a fight you cannot flee from easily.
It’s not easy, but we hope you have fun. As new features come through updates to the game, we will update this GTFO beginner’s guide to reflect those additions. Stay safe, stay quiet, and don’t wake the sleepers.