Gtfo Wiki
A mission with the goal of brining a Power Cell to multiple Generators around the map. Desciption edit edit source. The goal of this mission is to bring Power cells, which are given to you at the start of the mission in a box, to different generators around the map, these can be found with terminals.
GTFO | |
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Developer(s) | 10 Chambers Collective |
Publisher(s) | 10 Chambers Collective |
Director(s) | Ulf Andersson |
Designer(s) | |
Programmer(s) |
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Artist(s) | Anders Bodbacka |
Writer(s) | Adam Gascoine |
Composer(s) | Simon Viklund |
Engine | Unity |
Platform(s) | Microsoft Windows |
Release | TBA |
Genre(s) | Action-adventure |
Mode(s) | Multiplayer |
GTFO is a survival horrorfirst-person shootercooperative game developed by Swedish indie studio 10 Chambers Collective.[1][2]GTFO had its initial release in December 9th, 2019 for Microsoft Windows, on Steam's Early Access to a positive user reception.[3][4][5][6] A full release schedule is yet to be decided.
Project Torque is so realistic, that if you suffer any damages while driving, you have to repair them in order to prevent your car from ending on the junkyard.Project Torque provides fully detailed cars from the exterior to the interior. Project torque online.
Plot[edit]
The Chicxulub Crater was formed 66 million years ago by an asteroid strike that resulted in a mass extinction that wiped out the dinosaurs. A team of scientists has a plan to drill for rock samples in the area, only to discover that they have unleashed an unimaginable nightmare waiting to roam the world.[7]
Gameplay[edit]
GTFO players form a team of four scavengers who are forced to explore the vast underground complex while searching for valuable artifacts. Complicating the process is the presence of hideous monsters, who have overrun the whole area. The players must gather weapons, tools, and resources to survive, and work to unearth the answers about the past and how to escape.[8][9]
Reception[edit]
Pre-release[edit]
GTFO received a warm reception at The Game Awards 2017.[10] A year later, it received an accolade as the Best Cooperative Game at E3 2018 from web site DualShockers.[11] Other sites such as Rock Paper Shotgun and Gamereactor praised it for its horror, atmosphere and gameplay, both considering it among the best games of E3 2018, and considering the game horrifying from their gameplay previews.
References[edit]
- ^'Polygon GTFO'. Retrieved December 7, 2017.
- ^'Destructoid GTFO'. Retrieved 2017-12-07.
- ^'IGN GTFO'. Retrieved December 7, 2017.
- ^'Dens of Geek GTFO'. Retrieved Jun 8, 2018.
- ^'Rock, Paper, and Shotgun GTFO'. Retrieved December 8, 2017.
- ^'Hardcoregamer GTFO'. Retrieved December 7, 2017.
- ^'PCgames GTFO'. Retrieved January 2, 2018.
- ^'PCGamer GTFO'. Retrieved December 8, 2017.
- ^'Gamespot GTFO'. Retrieved December 7, 2017.
- ^'VG247 GTFO'. Retrieved December 7, 2017.
- ^'DualShockers E3 2018 Awards'. Retrieved June 18, 2018.
External links[edit]
As a hostIf you have a headset with a mic, you can join an empty Voice Channel (GTFO-###) by scrolling down through the Channel list and clicking on its name.Then via the proper LFG channel depending on your region,# lfg-north-america # lfg-south-america # lfg-eastern-europe # lfg-western-europe # lfg-asia # lfg-oceania you enter in chat the proper demand to look for people to joinLFXM players for Y level (invite url to your voice channel)Ex: LF3M for A1Finally, by clicking the red button to the right in the lobby, it should copy the lobby id. Share that lobby id by pasting it to your colleagues by private message (Clicking on the username within your Voice Channel at 'Message @Username'). This way, you won't have to deal with griefers joining games at random and ruining your experience.
Summary:GTFO is 4-player co-op FPS horror game. Your team will have to explore an infested underground facility known as 'The Complex' with each level varying in difficulty with its own mission objective.
From A to E, the deeper the level, the harder it gets. Each level has its special parameters that doesn't change allowing you to plan ahead but they are generated differently from each play giving you a different experience from each play-through. The game usually favours stealth over firepower as firing your weapon will attract enemies within the immediate area.
Each level is divided by zones which are then divided by areas. Locks:There is two types of locks temporarily halting the progress of the prisoners: a digital lock and a physical lock. Digital Locks:Digital locks are required to be hacked with the hacking tool where upon failure will make a loud noise that can awaken nearby Sleepers. You'll have to hack the lock by timing the moving bar into the orange gap three times with each stage being narrower than the preceding stage. Physical Locks:Physical locks can only be destroyed either by a tool called the 'Lock Melter' or from a weapon like the melee weapons or a firearm. Unlike with the 'Lock Melter', hitting a lock makes enough noise to awaken nearby Sleepers.
Closeable Doors:Closeable doors are found locked by either a digital lock or a physical lock, or they are found unlocked. They can be opened by touching the panel on its side. They separate a Zone into different areas which are letter coded.
(ex: Zone1A) They can be closed on enemies to help you gain precious seconds to setup a defense or run away to the mission extract. But beware, they can be broken by you or by your enemies.Special note: When these closeable-doors are frozen, they are reinforced meaning it'll take more hits before it breaks. As the enemies bash the frozen door, the ice on the door will dissipate until there is no more. That ice can be replenished with more C-foam after it dissipated a little.
I'm not sure if adding more C-foam at frozen door will do anything but my personal experience points out that it doesn't help so better to play it safe and not waste the C-Foam until necessary. Non-Closeable Security Doors:Non-closeable doors cannot be broken and cannot be closed once opened. They separate each zones and they are found in five states. Unlocked:Unlocked doors are unlocked. Security scan:Security scan locked doors usually requires all team members to assemble into the designated area and thankfully, do not attract a wave of the infested. Once opened, it cannot be closed. Alarm locked:Once activated, it will start an alarm which will attract waves of enemies to your area.
Your team members will have to quickly assemble and dispatch into stages of red areas shown on the floor to disable the alarm. The wave will not stop until the alarm has been disabled. Once opened, it cannot be closed. Key locked:Locked by a keycard. You'll have to figure out its location with the use of a terminal. It's best practice to type the id of the key in general chat for future reference for the whole team.
After the keycard is found and used on the door, it'll be in one of the other remaining states. Once opened, it cannot be closed.
Motion Detectors Triggered:As you approach a security door with the Motion Warning, you'll hear the banging and the screams of the Sleepers trying to get through it. Once opened, they will rush through but are not the whole of all the Sleepers inside the room so sometimes it is a good idea to fall back at a distance to clear out the Sleepers to avoid being overwhelmed by the horde of Sleepers that will rush you. Terminals will help you plan out your mission as you'll gain access to level-specific knowledge by typing in the proper commands and sometimes the proper parameters. It is automatically cap-locked and you can scroll through previously entered commands from that specific terminal with the up arrow key. Commands are character sensitive.Note: Ignore the quotation (') marks when typing the commands into the terminal.
HELP:'HELP' gives you a brief summed-up guide in how to use the terminal. COMMANDS:'COMMANDS' gives you the available list of commands you can use to type in the terminal. CLS:The 'CLS' command clears the terminal screen. EXIT:The 'EXIT' command exits the terminal screen.
Note: You don't have to use this command to exit the terminal. You can use the ESC keyboard button instead.
LIST:The 'LIST' command will search and list all objects by default or the specified objects within the specified area or the whole level by default. You can specify the area of the list by typing 'LIST ZONE20'. You can also specify the object of your search by typing 'LIST AMMO'.
You can combine both to list specific objects within a specific area by typing 'LIST ZONE20 AMMO'. The parameters from this command are not case-sensitive as you can enter an abbreviated version of the object id like 'KEYRED987' to 'KEY'.
You can get the list of resources by entering 'LIST RESOURCES'. QUERY:The 'QUERY' command will tell you the general location of the object.
By typing something like 'QUERY HSU925', it will might tell you it is in Zone23 but not which area of Zone23 as there can be multiple area within that zone. The parameters are character specific. PING:The 'PING' command will tell you the specific area of the object and make a ping-like sound of the object within that area by typing something like 'PING HSU925'. This command only works with a terminal within the same zone of the object. The parameters are character specific. LOGS:The 'LOGS' command will list any logs available on this terminal. The purpose of these logs are yet to be determined.
READ:The 'READ' command will read a text log on this terminal. UPLINKSTARTUP:The 'UPLINKSTARTUP' command is to establish an external uplink connection with the mission instructed IP address. (ex: UPLINKSTARTUP 245.18.106.211).
UPLINKVERIFY:The 'UPLINKVERIFY' command is to verify the external uplink connection to be able to connect. You'll be given a three digit code like Y06 and on the HUD, you should see a series of 4 letter codewords associated with a three digit code. If on the terminal it says: 'Verification required: use UPLINKVERIFY and use public key Y09 to obtain code', it means look in your HUD for the four letter codeword associated with Y09 and then you enter the codeword by using the 'UPLINKVERIFY' command. (ex: UPLINKVERIFY SLOW). REACTORSTARTUP:REACTORSTARTUP is the command required to start the reactor. Essential to start the mission objective. REACTORSHUTDOWN:REACTORSHUTDOWN is the command required to shutdown the reactor.
Essential to start the mission objective. REACTORVERIFY:Required to enter during a sub-mission objective, REACTORVERIFY is accompanied with a code given to you by the mission objective on the center of your HUD (NOT ON THE TERMINAL).
So if the code is LAVA, you'll have to type 'REACTORVERIFY LAVA'. C-foam launcher:C-foam launcher also known as Cryo-foam launcher is a stealth tool, meaning it won't alert enemies when used, that can shoot cryo-foam pellets on doors to freeze it or on the floor to freeze Sleepers when they walk over it.
The amount of C-Foam shot, between 1 to 12, depends on the amount of charge time. It takes 2 shots to freeze Sleepers and Scouts while larger Sleepers will take 4-7 shots.
It takes 10-12 shots at the door to freeze it. Beware, C-Foam once used will melt after a certain amount of time. (Max 60 ammo capacity).
Mine deployer:The 'Krieger 04 Mine Deployer' is as it's name says, it deploys mines that can stick to walls and objects. It is NOT a stealth tool as exploding mines will alert the Sleepers. Mines that explodes in a cone-shaped charge whenever a Sleeper crosses the laser. Deployed mines can be picked up.
It can take out groups of Sleepers but beware, if in the way of the explosion, it can kill fellow teammates instantly. Friendlies don't trip the mines but they can explode by damaging it. (Max 10 ammo capacity). Shotgun Sentry -VS- Burst Sentry:The comparison is summarised between close range vs long range. Its effectiveness will depend highly on the placement of the sentry and its orientation. Let's look at the examples below.For the Shotgun Sentry, the placement depends heavily on its bullet spread and how close it can shoot Sleepers for optimal effectiveness. While the spread of the Shotgun Sentry lowers the damage output in long range, 1 bullet hit is enough to slow down the progress of a Sleeper.
To maximize the damage output of the Shotgun Sentry, it is suggested to orient them to shoot the backs of the Sleepers as they'll run by it and expose their backs in close proximity to the sentry. It is also why people place Shotgun Sentries at the other side of a closed door and freeze it with C-Foam to allow it to kill Sleepers as they try to break down the doors. The problem with placing Shotgun Sentries in that manner, to shoot the backs of the Sleeper, is that your team will be exposed to the bullets shot from it as Sentries can cause Friendly Fire damage.
Although, some situations allows it when your team is not directly exposed to those bullets. There is best of both worlds by placing it sideways and staying away from the Sentries' Field-of-View to avoid Friendly Fire but the challenge will fall unto the duration of the Sleeper staying near it as it'll just run past the Field of View of the Sentry. Placing it sideways is ideal for slowing down Sleepers because of the bullet spread but shouldn't be relied to kill them on their own.For the Burst Sentry, its unpopularity is mainly due to its lack of damage output compared to the Shotgun Sentry but have its uses in long range combat as it is more accurate than the Shotgun Sentry. It can be used at a remote spot in a long hallway pointing at their backs away from the combat area as Sleepers tend to move in a straight line or to defend a long hallway.
It is the ideal Sentry to set in a large open space where Sleepers have multiple entry points. Sleepers -Sleepers are what looks like to be fungi-infested necromorphs occupying inactive areas of the infested underground complex. They are first seen sleeping while crouched or standing hence the name 'Sleeper'. They are sensitive to sound, movement and light.
When snoring or tongue clicking, they pulse a reddish glow that can be seen in dark rooms and highly prone to be woken in this state so don't move, don't breathe. When woken, after a few seconds, they will scream to wake all sleepers within the area. Ideally, it is best to dispose of them before they wake up or scream as you'll save ammo and health thus reducing the chance of a full team wipe.
Sleepers have two variants which are the following:. Striker variant:Strikers will either hit you with their limbs or charge up a tongue attack that can hit about 5 arm lengths of distance and go around obstacles. They have a vertically-split face with sharp exposed teeths.
Shooter variant:Shooters will shoot a mid-long range projectiles that can curve to your direction. Their projectiles can be dodged by strafing and you can differentiate them as their face have exposed gland sacs. They do not have melee attacks.Big Boys:Big boys like sleepers are initially found in a sleeping state, either standing or crouched, waiting for the unfortunate to wake up the giant. You can discern them from their coarce snoring and their size. They are slow, tanky and very dangerous as they can deal a lot more damage than the smaller sleepers. There are two variants both Big Strikers and Big Shooters, with the same attack patterns but with a deadlier twist.
Big Strikers have a longer range tongue attack and Big Shooters shoots multiple projectiles. It is possible to solo a Big Shooter as its projectile can be easily dodged up close. Big Strikers are very dangerous up close and should be dealt with carefully. They can be stealthily killed by synchronizing your teams (3-4 players) melee attack at full charge.Scout:Immunity phase:Scouts aren't found in a sleeping state but found roaming the room and periodically spreading its tentacles to find the players.
The tentacles or 'feelers' have a long range and spreads in every direction horizontally. If the tentacles are touched, the Scout will be triggered and enter an immunity phase before it screams alerting waves of Sleepers of all variants from and outside of the area affected.
The Scout will then rely on ranged attacks like the 'Shooters'. Ideally, it's best to kill them quietly with a deployed mine or by freezing them with C-Foam and finishing them with a fully charged melee attack or using a sentry to peek through non-closeable doors (Refer to Tips & Strategies section). But if that isn't possible, before it enters their immunity phase, kill it by using a sniper, a shotgun or a synced attack from multiple high damaging firearms like the revolver or the dmr.Spitter:The Spitter is an indestructable sack containing a blueish glow-in-the-dark liquid that is sprayed on the prisoners if they get too close or attempt to damage them.
The blueish liquid infects the player and causes slight damage but if the player gets too infected, it will reduce the HP cap to the remainder as 100 - Infection%. The Spitter can be disabled by lighting them up with the flashlight or freezing them with C-Foam.!!WARNING!!SPOILER BELOW!! VVVVVVVVVVChargers:'Chargers' are found sleeping in the deep area of 'The Complex'. They are pitch black with a spiky head and barely glow as much as their fellow Sleepers.
Like the Striker, they rely on melee attacks. Not only do they hit harder and faster but they run a lot faster.
They can either rush a series of punches at their target with utmost impunity or charge straight at the player hence their name 'Chargers'. It can also use tongue attacks at a distance. You can kill them quietly with 1 fully charged melee attack in its back but when it's not possible, it takes two hits.
I suggest two hits because if they're not hit directly behind them, at their backs, they will stumble and rush you, if not alert the whole room. Fortunately, they're not as tanky as the Big Boys.Shadow:Shadows are found in the core of 'The Complex'. No one knows of their origin but when they come, you'll know. You'll hear them but you will see nothing until a shadowy outline is two steps away from your face ready to rip it off. They are invisible to the sentries unless marked by a Biometric Scanner and like the Strikers, they use melee attacks.
If you need to prepare. Wear brown pants.Hybrid:The Hybrids are called that way because as they look like Chargers, they act more like Shooters firing 14 glowing projectiles in quick succession each dealing between 2-5% damage.
They are as tanky as the Chargers and like them, they are capable to punch hard. It is ideal the deal with them quickly by shooting their legs off to force them to fall and expose their back temporarily which is their weak point.
Communication is key to victory:In the lobby, take the time to know who's who and who does what. Designate a team leader if you have to. Whoever has the biometric scanner will have to constantly point out where the sleepers are by using the compass at the top of the HUD to figure out its general direction and if possible, mark all moving targets. If you see a Sleeper pulsing, point it out to your team and tell them to stop. This is a game of Stop and Go, and if some players can't see the pulsing Sleeper, you'll quickly have to deal with a horde of woken Sleepers. If you see a locker, say it. If you have supplies, say it.
If you're low on health or low on ammo, say it. If you think you have something pertinent to say, say it. A team that doesn't communicate is a team that isn't working together and you'll be bound to wipe.Avoid combat if you can:In most levels, supplies are scarce. Some times supplies are scarce enough to make it insufficient to deal with the minimum amount of Sleepers needed to complete the mission objective. Shots fired from one room won't necessarily trigger the neighboring rooms even if the door is open but keep in mind that it can and when it does, dealing with them will lower your chances of success when it wasn't necessary in the first place.
Most alarms can't be avoided and thus, supplies should be focused for those moments but it'll happen when you can just check the containers without having to kill any Sleepers. Kill the Sleepers when you don't have a choice but try to do it quietly with a fully charged melee attack. If you don't have to, move along. If possible, sync your attacks with a teammate when they're close together.Slow and Steady:The biggest common mistake is rushing too much. The stealth aspect in the game is slow-paced and should stay that way.
Rushing for whatever reason is no excuse if it can be avoided. Most of the time, not only you but your team is punished for it so be mindful of that and take your time in finishing the level.Stay Positive:Everyone makes mistakes and there's no excuse to hammer someone because of one mistake. Even though newbies should learn what they can or can't do, they'll never learn and improve if they don't make mistakes.
Griefing is one thing but making mistakes is another. Teaching them and staying positive will help everyone in the long run.
Even though it sucks failing a run, it's just a game. Have fun, learn and play. Choke And Kill:When combat is unavoidable, you'll be swarmed by Sleepers and use more supplies than necessary if you don't figure out your 'Choke Points' and 'Killzones'. Sometimes, it's difficult to figure out where they'll be coming from but when that happens, you can force them into a 'Killzone' and ideally it's after a 'Choke Point'.
The difference between a 'Choke Point' and a 'Killzone' is that a 'Choke Point' is where the enemy is forced to line up to go through a narrower section like a doorway or a narrow hall or a narrow stairway. A 'Killzone' is where the enemy will be killed. Most of the time a 'Choke Point' and a 'Killzone' are going to be at the same spot unless the 'Choke Point' is long and narrow hallway. You can set a 'Choke Point' by stacking up in front of a small doorway, stairs or ladder where they'll be forced to go through if there's not a more direct path to your team. You can place a sentry sideways at the other side of a closed door to create an ideal 'Killzone' as they'll stack up and try to break through the closed door, better yet if that door is frozen with C-Foam. If that isn't possible, place the sentry towards the 'Choke Point' and stand in line formation behind the sentry.
Sleepers will tend to line up and it'll be easier to eliminate them all.Exploit the AI Behavior:The AI will rarely flank and most of the time, they will follow a straight path to the player. When the Sleeper is charging an attack, you can interrupt their charge by shooting them as they'll stagger and they'll have to charge back again. When staggering them, they'll stop running and sometimes, back up a little. The sleepers will generally prioritize a single door even if frozen over flanking through a neighboring room with two closed doors. So if you're stacking at the other side of a ladder that is closer to the Sleepers than going around back to flank you, they will climb the ladder no matter how disadvantageous it is for them.Synchronizing Team AttacksThere will come a point when Sleepers are too close to dispose of silently thus your team will have to do 'sync' your attacks.The most common technique is counting out loud via your microphone:'1-2-3-CHARGE-4-5-HIT!' At 5, you should be at full charge and if done right, your team will all hit at the same time thus managing to stealthily kill a Big Sleeper or multiple Sleepers. Expect this to go wrong and be ready to recover by quickly disposing the still alive or awaken Sleepers.Dodging AttacksSide-stepping (Shift + A/S/D): Depending on the key pressed while sprinting, you'll side-step left, back or right.
This is useful to dodge 'Shooters' shooting glowing balls at you at the last second as those balls will curve in your direction. Beware, there's a cooldown when side-stepping so you won't be able to spam this.Sliding (Shift + Ctrl): By pressing the crouch button while sprinting, you'll slide on the floor. This is useful to dodge tongue attacks from 'Strikers' but beware as you need to reach a certain speed to slide so you cannot spam this.Exploiting the Sleepers weak pointsThe Sleepers receive more damage if hit either at the head, the back or both. Most of the time, hitting the back of their head deals the most damage as it exploits both weak points which overlap each other. Dismemberment also deals extra damage which makes dealing with Larger Sleepers far easier especially as it makes them stumble and can interrupt their charging attack.
Open the security door. Use the terminal to find the location of the two cargo using the QUERY command. It's going to be two of the three rooms (z104, z105, z106). If one of the two cargo is in z106, you'll have to also look for a key.
Use the terminal to find the key as well, by using the PING command, to open the door to z106. Choose one of the two rooms to set up a defense and clear the alarm. Except for z104, use the terminal to find the location of the cargo within that zone using the PING command.
Be careful of the Scout. Except for z106, kill the Scout if you can or sneak past it. It is recommended to sneak around the Scout in z106 as there's more Sleepers than in z104 and z105. Once you grabbed the cargo. Take it back to the Spawn Point and repeat Step 3 for the other room that has the remaining cargo. At this point you've got both cargo and are heading back to the Spawn Point.
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Set up a defense around the stairs as that will be the Sleepers' only point of entry. Once every team member is within the bioscan for the extraction, the waves of Sleepers will start to spawn and rush towards the team. Hold them long enough and congratulations, you finished R2A1. As you start, there will be Sleepers in the room with you. Clear them out.
Find the location of the key by using the 'LIST KEY' command and the 'QUERY' command. Write down the location of the key which is going to be in either zone 720 or zone 721. Here you'll encounter your first 'Motion Detectors Triggered' door. Open the door and eliminate the Sleepers. Be careful as you'll have to fight a new type of Sleeper called the 'Hybrid'.Note: Avoid the alarm door for zone 718 as there's no point going there.
If supplies are too low, it is faster to restart the mission since in zone 718, you would have to deal with many Sleepers including a Scout. Clear out zone 717C which is the core of the zone. Try to do it stealthily since it'll spare the ammo necessary to complete the mission.
After Zone 717C is cleared, open the door that leads to the whereabouts of the key and eliminate the Sleepers that will rush at you. Work you way to the terminal and use the 'PING' command to find the location of the key. It is preferable to clear out all Sleepers within this zone. Set up a defense at the Southern entrance that leads to Zone 717B and at the opened security door where the key was located at. This is a long alarm sequence so be fully supplied before starting door to zone 719.
If supplies are low, you can focus your supplies on the two players who will have to defend while the other two clears the alarm sequence. Once the alarm is cleared, quickly open the door to zone 719 and head for the bioscan for extraction. Hold the Sleepers back long enough until the scan is complete and congratulations, you completed R2B1. The 2 most reliable and efficient ways to kill a scout:1. Have the scout start its scan with you crouched next to it. It makes an umbrella shaped scan. After a couple seconds a tentacle will detect you.
Simply prepare a full melee charge and watch where its head moves. Sometimes they keep their head down, or they throw their arms back with their head up. See where they go and smash the head.2. Less risky way: Let the scout scan directly around a wall. Charge while crouched when it starts to pull the tentacles back. Let the scout walk to you.
When it's about to enter melee range, in one swift motion, turn your light on to see the head, uncrouch, and smash the head with a full charge. Aim high so you don't hit the neck. If it walks away, let it go. If it takes too long to approach, just let it go and try again.
Trying to rush a scout kill will end up alerting it. A half-charge melee will always stagger small enemies. A headshot with a half charge will also always kill a sleeping striker or shooter. If they're awake, it may simply decapitate them but they'll still be stunned for a moment.Also there's no speed requirement for a slide.
It's based on how long you've been sprinting, effectively a cooldown. Pressing CTRL twice will give you the bonus speed while maintaining sprint. You can actually see the speed boost; slide then stop moving. Or slide then try to walk backwards. The velocity adjustment is a flat amount resulting in you being unable to actually step backward until the slide ends. It's weird.The sentry exploit tends to immediately alert the room upon being opened.
If the scout wanders out of line of sight, it may take a while to come back. If you decide to open it anyway it will instantly trigger.C-foam is absolutely a stealth tool.
If you let them unfreeze they'll just go back to sleep unless you hit them.