the cutting room mirror

GTFO

GTFO is a hardcore 1-4 player cooperative FPS, and 10 Chambers' first game.

The game was originally revealed at E3 2018 with a playable demo and preview gameplay trailer. It released with drastic changes and only featured the first of now 8 Rundowns. The final major update, which added Rundown 8, provided a well-executed sendoff to the game as 10 Chambers moved on to their next (and as-yet-unreleased) project Den of Wolves.

Unused Consumables#

Careful, you'll lose an eye.

This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

Glow Stick#

There exists an unused red Glow Stick variant, but only Green and Yellow are used in the game. Orange was used temporarily during a Halloween update, but now cannot be seen normally in the game.

Flare#

The Flare is an unused consumable that looks like a red light shine that emits smoke and sparks. It cannot be used while held and does not light up the surrounding area.

Grenade#

Internally named "CONSUMABLE_Grenade". This consumable uses the model of a red glow stick and displays the name "Glow Stick" in the player's inventory. It holds a maximum of 12 and is tossed out exactly like glow sticks, but after being thrown instead of lighting up like a glow stick it will after a short delay explode.

Shaped Charge Explosive Mine#

This unused consumable is held like an Explosive Tripmine but is instead a white box with a slope on one edge. When looking at the ground it displays the sentry guns' deploy indicator but unlike the sentry guns this indicator will be show on walls but with the indicator that it cannot be placed. When placed down on the floor it will faintly glow red with the same white box model but you can see the normal Tripmine model underneath. Enemies cannot trip this mine, but it will still explode when shot.

Portable Barrier#

The Portable Barrier has a model made entirely of white blocks and is also placed on the ground with the same indicator as the sentry guns. When placed it does a short folding out animation. After being placed the barrier can be picked up but instead of adding back to the players inventory it will instead give exactly 1 piece of ammo to whatever the players currently equipped tool is. The barrier is not tall enough to block shooter projectiles nor enemy licks. If an enemy encounters a barrier in its path it will swing at it to attempt to break it. Enemies will not try to path find around the barrier but since the barrier is sloped unless the enemy gets stuck on it or it perfectly blocks the enemy's path they will simply slide around it after taking a couple swings. The barrier will do a breaking animation after taking too much damage from melees, guns, or enemy swings and no longer be a physical object.

Unused Enemies#

Careful, you'll lose an eye.

This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: there are 4 total kraken entities in the files but only 3 krakens in the game, i am unaware which of these is unused if any. i imagine each of the 3 krakens use their own entity which leaves one unaccounted for, i was unable to get any of them to spawn with the mod tool im using, further testing is required

Striker Boss#

Has an internal name of Striker_Boss. It can only be accessed through external mod tools.

Its hibernating state uses a specific one of the generic Striker's hibernating animation while using the Giant Striker's model. This enemy cannot be killed by any normal means, but its limb destruction mechanic still functions. It moves by crawling on the ground, the same as one of the Striker's generic animations. This enemy's attacks do not function and it cannot damage the player.

Nightmare Baby Striker#

Has an internal name of Striker_Child_Nightmare. It can only be seen legitimately through the START RASCAL.EXE command.

This enemy uses the model of the Baby Striker that is almost impossible to see because of a world prop covering it and the Nightmare line of enemies' tentacles coming out of its body. It behaves exactly like the normal Baby Striker.

Infectious Big Shooter#

Has an internal name of Shooter_Big_Infection. It can only be seen legitimately through the START FRIED_CHICKEN.EXE command.

This enemy uses the model of the normal Big Shooter and uses the hibernation animation of the Hybrid. This enemy behaves like the normal Big Shooter, but it instead fires green projectiles that give the player infection to lower their max HP on hit.

Revisional Differences#

Initially, the game was released with a single Rundown. Major updates would add a new Rundown to replace the previous one, along with new weapons at the expense of many previous ones.

After the release of Rundown 7, the developers began re-releasing the first six Rundowns and the weapons removed with them in order with the tag "ALT://" before them, also ceasing to remove previous Rundowns. After all of the "ALT" Rundowns had been released, they released one last major update containing Rundown 8, with the full arsenal back in players' hands and the hardest missions in the game.

Bonus Content#

Careful, you'll lose an eye.

This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

Secret Tutorial Alarm#

During the tutorial, the player can encounter a side path with a security door that grants passage to zone 76, which then leads to zone 77 and then 78. Getting close enough to interact with this door will display the message "://ERROR: DOOR IN EMERGENCY LOCKDOWN, UNABLE TO OPERATE." The announcer guiding the player through the tutorial will also say the message "Subject must return to the main path." If you manage to open this door or get past it in some way (such as through the use of cheating software or mods), the game will display the message "ERROR:// BREACH DETECTED. ANTI-HACKER PROTOCOL ENGAGED." and begin an error alarm that spawns an endless number of Tank enemies.

Zones 76-78 consist of the same room type and contain lockers and boxes with the Glow Stick consumable inside. Zone 78 does not have a door leading to another zone, resulting in a dead end.

Secret Terminal Commands#

GTFO has a terminal that is vital to gameplay through inputting helpful commands to track objective items and resources for your mission. There are several secret commands that can be inputted that range from adding alarms to the mission to linking to external sites. Below are all known commands.

Command

Effect

START DENOFWOLVES.EXE

Opens the website containing information about 10 Chambers' upcoming game Den of Wolves.

START GTFO.EXE

Opens the game's official website.

START PRIVATE_ENCRYPTION.EXE

Opens a log file within the terminal which reveals some lore about the game world.

START LIGHT_TESTING.EXE

Turns off all currently active lights within the current mission.

START VENTILATION_OVERRIDE.EXE

Engulfs the current mission within an infectious fog draining the players' max HP.

START THREAT_LEVEL_M.EXE

Starts a standard error alarm.

START SPAGHETTI_&_MEATBALLS.EXE

Starts an error alarm consisting of the Flyer enemy.

START FRIED_CHICKEN.EXE

Starts an error alarm consisting of the otherwise-unused Shooter_Big_Infection enemy.

START RASCAL.EXE

Starts an error alarm consisting of the Nightmare Shooter and otherwise-unused Striker_Child_Nightmare enemies.

START AMMO_QUALITY_CONTROL.EXE MINIMUM

Sets the primary weapon ammunition of all players in the lobby to 0%.

START AMMO_QUALITY_CONTROL.EXE MAXIMUM

Sets the primary, secondary, and tool weapon ammunition of all players in the lobby to 0%.