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Locks are a gameplay mechanic and an obstacle which blocks the player from opening doors or resource lockers/boxes.

Lock types[]

Physical Locks[]

Physical locks have a total of 15 HP and can be removed by melee hits or bullets. Hitting a lock makes the same kind of noise as hitting any surface, so it can alert nearby sleepers. There is an environmental multiplier that affects how much extra damage damage to locks weapons do. All guns have a multiplier of 2.0. Melee Weapons have varying environmental multipliers.

For Sledgehammer, Bat and Spear the sound from hitting the lock (or any other surface) will instantly alert sleepers within 7m. Sleepers within 9m will pulse but not wake up. For Knife, these distances are changed to 4 and 6 meters respectively. If the hit is in a different room to the sleeper, then there is an additional requirement of LoS from the sleeper to the hit location, while in the same room there is no LoS requirement, so hitting a lock can alert enemies even through walls.

Electrical Locks[]

Electrical locks require a hacking mini-game to release. When failed, electrical locks make a noise in a small range, alerting nearby Sleepers. The sound from failing a phase of the hacking mini-game will instantly alert sleepers within 9m (those within 12m will pulse but will not wake up). For sleepers in a different room from the hack lock there is an additional requirement of LoS from the sleeper to the hack lock.

Lock Melter[]

The Lock Melter can be used to open either physical or electrical locks, without alerting nearby Sleepers.

Gallery[]

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