GTFO
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GTFO: Alarms and Scans Basics
By rezac
Introduction to all Bioscans and Alarms types.
   
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Alarms
Alarms are a gameplay mechanic in GTFO. When an alarm is triggered, hordes of sleepers will spawn until the alarm is deactivated, or until the expedition is completed or failed.

Alarms are that are tied to a bioscan sequence, will continue until all scans in that sequence have been completed. Alarms, and their associated bioscan sequences, will be tied to Security Doors.

Alarms tied to Uplinks are instead tied to the uplink verification process, and will end once the uplink is complete.

Alarms basics
Class
Alarms tied to a bioscan sequence will have an associated class. Alarms are classed with roman numerals, where the roman number indicates the number of bioscans that must be completed in order to deactivate the alarm, so for example class IV (4) alarm would typically consist of the team scan followed by three other types of bioscans. Many bioscan sequences will begin with a team scan.

Scan Types
The game may also communicate which types of scans and alarms will be involved and they are always displayed on security doors with according class.

  • Example:
    WARNING: CLASS IV CLUSTER ALARM DETECTED
Alarm types
(Alarms either spawns enemis in normal, surge or disminished waves.)


Diminished alarm
Diminished Alarms spawn waves with fewer enemies, and spawns are more frequent. With waves spawning more often.
  • In game as: DIMINISHED ALARM

Surge alarm
A surge alarm continues to spawn enemies until the spawn cap is reached, which can cause a team to be quickly overwhelmed. Each enemy killed will immediately spawn a new one as part of the surge.
  • In game as: SURGE ALARM

Error alarm
Spawn waves of enemies until a suitable event deactivates them, such as inputting a DEACTIVATE_ALARMS command on an appropriate terminal, or by completing some other objective. Oftentimes there is nothing on the level that will deactivate the Error Alarm, and it will persist until the level is completed.
  • In game as: //ERROR ALARM

Cluster alarm
A cluster scan consists of a small orange circle, and is always part of an eight-way split. Cluster scans same as all scans will progress faster with more players inside, up to a maximum of two players.
  • In game as: CLUSTER ALARM

Sustain alarm
An S scan consists of a violet hexagon. S scans function similar to a normal team scan, requiring all team members to stand within the scan zone, but when the scan is interrupted because a team member is missing, scan progress decreases over time.
  • In game as: S ALARM

Traveling alarm
A T scan is a unique scan variant with the notable catch that it moves during scan progress. In the case of a team T scan, the scan will require the full team before moving, and will stop moving whenever the full team is not in the scan.
  • In game as: T ALARM

Mixed alarm
An M or MIXED alarm will contain a mix of different scan types.
  • In game as: M ALARM

Room alarm
A room scan is a unique scan variant that consists of a single enormous scan that envelopes the entire room. It shares the mechanics of an S Scan, with scan progress decreasing when not all players are in the room.

Extraction Scan
Extraction scans are never part of a regular bioscan sequence, and only appear at the end of levels and must be completed to finish the expedition.

Team scan example










Sustain scan example
Checkpoint
Checkpoints are an optional gameplay mechanic which allows the players to restart their expedition from a specific checkpoint upon failure, instead of having to restart the entire expedition. Checkpoints are saved upon completing a special bioscan with a icon sprayed security door.