A horde (also called a wave) is a large amount of awaken enemies being spawned by different events happening in the game. This is the major threat to deal with in GTFO, during the expeditions.
A horde that's spawning will usually emit a deep roar sound, allowing you to locate where the horde is coming from.
The enemies spawned during a horde mostly have a darker shade of skin compared to enemies which are sleeping, however these enemies can also be found sleeping in some expeditions.
Enemy spawn cap is 25. A couple things to note here are:
- Giant type enemies and bosses count as 2 enemies in regards to spawn cap. Shadows only count as 0.75 of an enemy in regards to spawn cap.
- Spawn cap only stops enemies from alarm waves from spawning in once reached. Enemies that spawn from a non-alarm source such as a Blood Door or Cocoon will still spawn in. It does not stop sleeping enemies from waking up, meaning that one way to go above spawn cap is by waking up a room while already at spawn cap.
- Mothers have a personal spawn cap of 40. This means that each mother can spawn a maximum of 40 babies at a time. Because this cap is for each mother, some levels with multiple mothers in the same room like R4E1 and R6D2, have the potential for more than 100 babies to be alive on the map at once.
- Some types of spawn waves such as those from a Scout or Reactor Startup, can queue up if the cap is reached. These waves will spawn in once enough slots are freed up for the next wave to spawn.
- Surge alarms are unique by the fact that they instantly reach that spawn cap and respawn instantly if you kill any enemies while the alarm is active.
Triggering events[]
Alarm[]
The alarms will spawn hordes continuously until they are stopped. They are the most common way to spawn the hordes.
- Alarmed doors will start an alarm where the players will do the security scan sequence in order to open these doors. Some of the alarmed doors are required to open to reach the main objective. In order to stop the alarm, the players need to complete the bioscans by standing in the red areas on the ground.
- Interacting with a reactor will most likely start an alarm. Depending of the interaction and the objective, the players must complete a designated task, usually commands to enter to the reactor's terminal or bioscans.
- Interacting with some objective items will trigger an alarm. Some of these alarms can't be stopped and the players must get out of the expedition.
- The extraction's bioscan can start an alarm in some objectives. These alarms will ring until the players complete the final extraction's bioscan.
Scout's scream[]
If the players alert a Scout, it will emit a loud scream, spawning an extra horde (of 12 normal enemies which can vary for different expeditions) among the now-awakened enemies around it.
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