We set out to create something that would freak people out. What are they? They're not zombies. They're not aliens. They're something that's disgusting.
~ Anders Svard

Enemies in GTFO are mostly found in a dormant state, thus referred to as sleepers.

Although some of the enemies are not dormant, they are still colloquially referred to as "sleepers" by the characters.

They are sometimes called monsters and creeps by the prisoners.

They can be detected by using the Bio Tracker, or by the crackling sounds the humanoid sleepers occasionally make along with the glow that emits from their body.

Common Enemies[]

These enemies are found in nearly every expedition

Unique Enemies[]

These enemies are exclusive to specific expeditions

Static Enemies[]

These enemies do not move from their spawning locations

Classified Enemies[]

Click [Expand] to view classified enemies:


Sleepers in their humanoid form are mutated humans of pale skin and mangled body parts found in every corner of the Complex in varying numbers. They emit distinctive sounds while dormant (these sounds being different depending on the variant), making it relatively easy to locate their whereabouts. Should they be approached by a player, they will begin to glow, indicating heightened awareness of their surroundings. After being initially disturbed, there is a second phase where the sleeper's body will begin to flash rapidly and spasm about, which will calm down after a few seconds once the disturbance has stopped. However further continuous disruption (let it be in the form of sound, light, or movement) in this second stage will cause them to awake and attack the source of the disturbance - the player. They will then let out a screeching call a few second after it, which in turn will alert any sleepers in the same room as it. It is possible to prevent a sleeper from alerting others by killing it or staggering it with a shove. While weak individually, a large group can easily overwhelm the team by sheer numbers. The sleepers have the power to breach doors. Sleepers have usually a lighter skin tone, however, occasionally, a darker-skinned can spawn, specifically in Hordes, which also can be found in the dormant state rarely.

On rare occasions, large-sized sleepers (Big Strikers, Big Shooters or other variants found deep within the complex) are encountered. It is possible to take out these big variants with four fully charged melee hits (up to 8 if the players don't aim at the right body parts). If you intend to stay in stealth while killing a big sleeper, the team must synchronize all hits. Using c-foam is not necessary as the first hits will stagger the giants, preventing them from attacking and screeching. 4 hits will guarantee an instant kill if all the players aim to the back and/or the head. It should be noted that the removal of the head or the upper body does not guarantee a takedown.

The inside of the body of sleepers is filled with lots of yellow, oval-shaped objects, resembling eggs.

Actions that alert Sleepers[]

(Note: A c-foamed sleeper can't be alerted.)

Soft alert[]

These actions will trigger a sleeper's next disturbance stage. (Note: A Scout doesn't have any "disturbance stage" but it will extend its feelers instead.)

  • Illumination from the Flashlights and Long Range Flashlights. In contrast, Glow Sticks do not alert sleepers.
  • Movement (walking, uncrouching, landing). Crouching near sleepers is recommended as it makes by far the least noise and takes the longest to wake them.
  • Hitting anything with a melee weapon from a fair distance (ground, physical lock, another sleeper...). Missing a melee swing in the air or shoving doesn't make any noise.
  • (Note: If a sleeper is glowing and facing another nearby sleeper, landing a melee hit on this nearby sleeper will alert the glowing sleeper.)

Hard alert[]

These actions will alert a sleeper instantly.

  • Running. (Note: Soft alert for Scouts.)
  • Hitting anything with a melee weapon from a very close distance.
  • Gunfire of any kind or explosions (mines).
  • Any physical contact made with them.
  • The screech of another sleeper.
  • A Scout's scream.
  • Failing an electrical lock.

Recommended Dispatching Procedures[]

Most of the time, a player can neutralize sleepers silently by using a fully charged melee strike to the head. If a sleeper starts glowing and moving violently, you should not move at all until the movement and glowing stops. It should be noted that the melee shove does not count as movement nor affect dormant sleepers, only awakened ones. (Note: Facing other directions by moving the cursor is allowed)

Strikers and Shooters can be neutralized with a single strike to the occiput or half-charged melee hit to the head. A fully charged melee hit to the torso will also kill Strikers but not Shooters (unless it is the back).

Weak Points[]

The sleepers have weak points that can be used by the players to GREATLY lower the waste of ammunition and time to kill them. Weak points must be used in order to one-shot most of the sleepers with the melee weapon or to kill big sleepers with 3 fully charged melee hits.

A general rule is the sleepers are more vulnerable to attacks made against their head and back. Some sleepers variants seem to be more vulnerable on the head than the back and vice versa.
Expand for Spoilers => The only exception for now is the Charger variant, as their horns or spikes growing in their head protect them from fatal head damage, leaving only the back vulnerable.

The sleeper's occiput is usually the most vulnerable weakpoint of their body, as it takes both head and back vulnerabilities at the same time. Aiming for the occiput can allow the players to one-shot a Striker with the DMR, one-shot a Shooter with the Pistol, or one-shot a Scout with the Revolver.

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