- Title: GTFO
- Release Date:
This guide has been made on my own personal opinion relating to my experience using all kinds of weapons, different stat factors, and reliability according to them.
It’s still in early WIP and will be built to be more extensive later on, also before anything else is said – my native language is not English. so go easy on the bullying ;).I decided to make this guide after having several friends, who’ve started playing GTFO having no prior experience, to help them learn how to arm themselves before entering the dark – so I’ve compiled a list over weapons, their forté (specialty) and how to balance your loadouts with that in mind.
Personal note: the guide does however cover certain topics of gameplay and other mechanics, will probably expand into making the guide into a more definitive one later – cheers!
1. The Pistol (Shelling S49)
The pistol is known as an all-rounder and a good versatile pick in comparison to a lot of the main primaries available. Sporting a medium type 2 flashlight (15 meters distance, tight angle and dark spot in the middle) and a whooping 15 round magazine (and 168 ammo reservoir in total!) making it a good option for any loadouts with special weapons that have longer reload timers.
The pistol also offers good reliability and good ammo efficiency with the distinct lack of firepower, which makes it less then ideals to deal with bigger variants of Sleepers, but a perfect weapon for lesser variants and people who believe themselves to be disciplined trigger. This weapon can give a lot back to the user as it’s great for kiting aswell!
Shelling S49 is a definitive fan favorite of the old guard (including myself) and a valueable balancing weapon for seasoned players and newbies alike! however, as stated above, is less then ideal (if not totally impractical) against enemies with bigger and tougher exteriors (aim for the guys your size!).
Have several synergies with a lot of different Special weapons!
2. The Hel Revolver (BATALDO 3RB)
The Hel revolver is one hell of a primary weapon; it’s sports a lot of good features which makes it a good option for horde clearing and kiting. It holds about 8 rounds in the syllinder and a total of 100 bullets in the reservoir (including the mag) – and let’s not forget about the piercing rounds (the kind to hit 2 Sleepers with one bullet type) and a medium class 2 flashlight.
The gun is a master weapon in the hands of a marksman; dealing roughly the same amount of damage as DMR.. with the added bonus; a reload timer of 2.3 seconds. It’s high damage and overall usefulness lies in regards with a planned area of engagement (where it’s most useful) but for that – suffers if used incorrectly.
A strong contender in the primary slot and definitely worth it if you values yourself as a good shot; it’s also very well balanced toward secondaries with more firepower and stability. However, you can also opt in for a stronger long-range weapon (like the precision rifle, HEL Rifle or the Sniper).
3. The Machine Pistol (Raptus Treffen 2)
The machine pistol is a returning addition with the relaunch of Rundown 2 (ALT//R2). This beast of a close quarters weapon is both fast and aggressive addition to the primary category – filling the need of a proper close-range aggressive weapon. With a whooping 50 rounds in the magazine and a total of 543 bullets in reservoir – it’s a force to be reckoned with. (With the added factor of a medium class 2 flashlight to spice it all up)
Raptus Treffen is one of those weapons where you can pretty much deal with a small group of sleepers pretty quick on one mag alone (if you are somewhat in good control of that trigger), the weapon also shines greatly on hipfireing and with a good reload timer around 1.25 seconds. With all these in mind; it’s also the weapon with the highest ammo efficiency of all the main weapons (if you look away from the HEL Revolvers overpenetration).
However, with every weapon in this game, there is a small catch: it’s not that great when it comes to taking down enemies – however it’s a good option for staggering without using precious Special Weapon ammo. In the hands of a experienced horder, it’s a great and destructive force and probably one really good starting weapons for beginners.
4. The Bullpup Rifle (Accrat Golok DA)
The Bullpup rifle is probably the most loved/hated gun by the community, given the laser-like firing quality and the ammo consumption that comes with it – it’s a great weapon overall. Sporting a 40 round magazing witha 346 in-total reservoir – with one of the longest reload timers in the game at 2.40 seconds – it’s not a weapon to reload during a horde (pro tip). Another great addition to this beast is a class 1 medium flashlight!
Serving as a good alternative to the Malatack LX Assault Rifle, it’s has better properties for close-quarters fighting and aggression.. and a strong contender for medium range fighting. One of the better crowd control weapons against a horde in the primary weapon slot (we still see you, Sawed Off Shotgun) with the only problem being the massive reload timer being somewhat of a learning experience.
The Bullpup rifle with all it’s qualities make it a strong primary weapon of choice, where trigger discipline and reload timer is the name of the game. A solid option for experienced players but somewhat a learning curve for beginners.
5. SMG (Van Auken LTC5)
The SMG is also known as the bastard child of the primary family – given the circumstance where the PDW exists as of Rundown 6. The weapon itself sports a good magazine size of 40 rounds and the reservoir around 393 rounds in total – with the added bonus of a short range flashlight (yay).
This weapon is a mixed bag; with the arrival of the PDW having overall the same but better qualities of the SMG (with the same level of engagement style), it’s classified as a jack of all trades; it really comes down to the user and the scenario happening around the user – and the fact that accurate weak-spot firing is the only way to properly save ammo in this weapon.
LTC 5 is a strong contender for early level runs and for beginner players, whereas the more experienced players would probably swap this one out for either the Machine Pistol, Heavy SMG or the PDW. Definitely worth a try to figure your own fancy out!
6. PDW (Accrat STB)
The PDW; a stronger and more aggressive SMG with great utility being the newly added Thermal Scope. With a decent magazine size of 32 rounds and a reservoir around 385 rounds – it’s a strong contender for a aggressive CQC weapon – with a whooping wide range flashlight (class 1 long).
Due to the nature of this gun being extremely similar to the SMG; it’s being hailed as the far more better option given it’s great utilities and good reload timer overall – if you can look away from the low-damage per rounds. Like most other SMGs it has a pretty high fire rate around 1000 RPM (rounds per minute) and a reload timer of 1.4 seconds – which makes this overall a solid pick.
Having a thermal scope pretty puts the gun high on the list for options when you are doing a low-visibility map (fog and such), with overall great stats in comparison to the SMG (LTC 5 Van Auken) – it’s definitively a great option for beginners and veterans alike; just mind the low damage however.
7. The Carbine (Van Auken CAB F4)
This beauty of a gun is probably one of my favorites, if I am going to be completely honest and biased. With the magazine size of 48 rounds (insanely good) and a total of 401 rounds in reservoir; it has a strong affirmation with the precision afficinados. With the added bonus of having a medium range class 2 flashlight!
Having a lot of the same qualities like a SMG but with a stronger precision based design, it’s a highly ammo efficient weapon that works regardless of the range making it a stronger option than the SMG in most scenarios. However, the biggest downside of this gun (which for the most get negated from the insane supply value of ammo) is the fact that the gun fires a 4-round burst at each trigger pull – this can make it a hassle to deal with smaller groups of enemies unless you posess aim ingenuity.
The CAB F4 Carbine strongly carries itself as a good primary option and a serious threat towards the Sleepers, but it all lies in the proficiency of the wielder (and the ammo supplier) – would recommand at the highest order for beginners and ammo-sexuals like myself.
8. The DMR (TR22 Hanaway)
TR22 Hanaway stand as one of the 3 marksman-based weapon designs in the primary category. Having a magazine size of 12 rounds and a total of 89 in the reservoir – it’s the go-to options for mid-to-long range sniping. Also having a medium class 2 flashlight makes it a pretty solid pick.
Now to the technicalities – this weapon is a great options for people with good accuracy and range control! Also being a weapon that can one-hit Shooters in the head from the front making it a overall solid weapon (if you can get over having to use 2 shots for Strikers). But the gun, however great it is in it’s qualities, suffers from poor hipfiring control and slow rate of fire – making it a really bad close-quarters weapon.
The DMR is definitely a good addition with the team, pairing it up with a Machinegun of your choice as your secondary (which makes up for the lack of proper close-range performance) – I would however not recommand it for people who cannot for the life of them hit clear shots. But it’s overall a great pick for a team doing medium tier runs and some late-game runs.
9. The Assault Rifle (Malatack LX)
The legendary Malatack LX Assault Rifle. One of the original release weapons with the games pre-launch Alpha; also one of the most solid weapons and jack of all trades this game has ever seen. With a magazine size of 30 rounds and a reservoir of 342 rounds – it doesn’t look all that great, regardless of the medium class 2 flashlight it also sports.
It has however many great qualities which makes it a solid runner up in anyones loadouts! besides being one of the few proper full automatic assault weapons in this game – what makes this baby shine is the fire rate of 697 RPM and a low recoil to back it up. Add in the extra bonus of having a 1.8 seconds reload timer; it’s a serious and well-balanced weapon in the primary slot.
This is a clear recommandation for most players, both new and old. Malatack LX keeps up with the new times of the game clearly and has a definitive spot in the rooster for each run. A solid and concise pick which pays of greatly with it’s qualities.
10. The Burst Rifle (Malatack CH 4)
The brother weapon of the Malatack LX Assault Rifle, the Malatack CH 4 Burst Rifle is a serious weapon. With the magazine size of 30 rounds and a decent (but albeit lower to it’s brother) ammo reservoir of 292 rounds total; with a strong class 1 flashlight as an added bonus to it’s name.
The Burst Rifle can be compared to a DMR; which would be correct given the strong precision nature of this weapon with it having a 3-round burst per trigger pull. Only further strengthened by the high recoil and aim control this weapon sports at the cost of the automatic firing – this one is a serious toy for anyone seriously itching for a firefight. But it’s also on a 2 second reload timer, combined with it’s designed which heavily favours mid-range to long-range battles, makes it not on-par with most CQC weapons.
Definitely a sleeper-stomper in the right hand and good recommandation for any wetwork teams, however I cannot fully endorse this gun as it’s lack of close range qualities makes it less on-par with it’s brother. Still a solid pick however.
11. The Hel Shotgun (BATALDO J 300)
The Hel(l) Shotgun is one of the newer additions to the primary slot added in Rundown 7. With magazine size of 14 shells and 97 in the reservoir total – it’s one hell of a mean shotgun. It’s also the first shotgun to incorporate piercing rounds, which arguebly makes it one of the best Crowd Control weapons in the game (you are not forgotten, Auto Pistol or Combat Shotgun!)
If you can look away from the medium class 1 flashlight, it sports like all the other shotguns pretty high damage per trigger pull – whereas the clear advantage it has over shotguns like the Combat Shotgun is the piercing rounds which effectively can hit a total 2 enemies. It has, with a sadden heart, a minor issue – a whooping 3 second reload timer; which makes it a weapon of CC burst control (lest ye desire to become Sleeper snacks).
This weapon reeks of speciality and doesn’t have any other clear cut uses than to cut down hordes in sizes. Which is why I would recommand it only for maps that have high volume of enemies present or flunged at you during intervals. In my own biased opinion however, it’s not a great addition to EVERY run you do – but a strong CC weapon nonetheless!
Special Weapons Explained
This section is dedicated to the table of contents regarding speciality weapons and their classifications. As the name implies, this is the weapon that fills a specific need in your teams composition; several people can run the same primary but this rule doesnt apply to all weapons in Special weapon category.
For example; having about 2 Köning PR Snipers in your team would drasticly reduce horde clearing potential, and have a higher amount of ammunition wasted in comparison of 2 Machinegun users (Verutamost preferably but
Arbalistis a strong contender aswell). This rule comes down to how ammo efficient each weapons are in balance with the loadout and the teams loadout.
Each category here fills a specific need in team roles and have little to no flexibility from these, with the only exception being the Specialist classification. These are terms which I use to try to clarify what kind of weapon roles these fills.
But to make it simpler for everyone, special weapons fall into these categorized groups:
- Crowd Control (high utility)
- Horde Killers (high firerate and damage)
- High Risk (Extremely high damage, but with drawbacks)
- Specialist (Specific playstyles, utilities or conditions to be useful)
21. Machine Gun V (Techman Arbalist)
The first machinegun ever introduced to GTFO; Techman Arbalist Machinegun V. With the mag box size of 40 rounds and a disappointing 210 round reservoir – even with the loved wide-range flashlight.
In comparison with it’s sister LMG, it’s overall a strong choice with higher damage per round.
However, it’s worth to note that the overall 20 round difference makes it hard to recommand unless dealing with more special horde variants, where the amount of bullets doesn’t matter as much as the damage while doing so. It’s however a great addition to the team composition and a definitive fan-favorite of mine.
The Techman Arbalist does wonders with smaller waves of enemies, with the support of great utilities backing up the design, it comes at the cost of really long reload timer of 3.15 seconds and a charge-up before firing making it (like it’s sister) a learning curve to properly use and master. As an added bonus however; it doesnt suffer that greatly from recoil and doesn’t force the user to hipfire often like it’s sister part.
22. Machine Gun XII (Techman Veruta)
The sister of the Techman Arbalist; here comes the Techman Veruta! With the classification Horde Killer, it’s main design is to deal with hordes of Sleepers rushing your position. Sporting a 60 round magazine and a overall 260 round reservoir; with the added bonus of a wide-range flashlight.
It’s similiarities between this and her sister is not really far from each other; they both fulfill the same weapon qualifications and roles in a team composition. They have the same quirks and design choices which makes them essentially alike – whereas the only difference is the recoil of this LMG.
This is one of the guns (if you look away from shotguns and SMGS) which requires you to use hipfire pretty often; because of how strong the recoil is to control during ADS.
Overall a strong personality and a definitive favorite among many veterans, it’s use is only hempered by the massive reload timer of 4 seconds, the charge-up mechanic before firing and the recoil which forces one to hipfire more often than not. Something for both sides of the GTFO experience!
23. Heavy Assault Rifle (Malatack HXC)
The Black Sheep of the Special weapons family: The Heavy Assault rifle. Sporting a 30 round magazine with a disappointing 149 round reservoir (inserted mag included) makes it a hard weapon to overall use. Even with a medium class 1 flashlight..
This weapon is a really special case, which is why it’s placed into the Specialist category – it’s ballistics and design behaviour makes it a ideal LMG by nature (mind you, it has a lower ammo capacity overall). Especially the damage and recoil stands out as a counterpart to the Techman Arbalist, even sports a pretty strong reload timer of 2.3 seconds! However, the biggest issue this weapon has is the lack of ammo in reserves which makes it less ideal for runs where ammo is scarce and every shot counts in that matter.
Overall a pretty weird weapon in the special weapons slot, it has several good qualities which makes it ideal as a primary weapon which is good ADS, high damage per round and relatively quick reload. Which then gets overshadowed by the abyssmal downside of having a smaller ammo reservoir than most full-automatic weapons, coupled with a lack of decent firerate and high recoil. Definitively a specialist taste for people who prefer to melee more than shooting, not the best recommandation for beginners but could be a monster in the hands of a experienced player.
24. The Shotgun (Buckland S870 Shotgun)
The workhorse of GTFO; Buckland S870 Shotgun. Magazine size in about 8 shells to 28 shells reservoir and a class 1 short range flashlight – this one is a royalty. The qualifications of this gun makes it a high risk, high reward weapons in it’s ability to take down bigger variants of Sleepers with ease.
One of the highest damage done per shot (excluding the monsters in the upper echelon) and a long reload timer at 3 seconds, however it’s also a must-have in many team compositions. The shotguns main job is to decimate more dangerous variants of sleepers and acts usually as the teams vanguard – where good defence is offence. The shotgun classifies as a high risk weapon, mainly stating the fact that this is a ammo efficiency nightmare but also a really necessary evil in many situations.
S870 does it’s job well, if it’s guarding the team from Big Strikers to Hybrids, or defend it’s user while being chased by a horde on the run – it’s a strong option for any team to have a S870 in the team. Whereas the biggest downside is that the shotgun forces the users to go pretty close range for most effective kills and the fact that this can be a resupply nightmare if misused. Definitively for players both new and experienced in the art of crawling in the dark.
25. The Combat Shotgun (Buckland AF6)
Buckland AF6 Combat Shotgun; the main Crowd Control weapon when GTFO was in it’s haydays. With the magazine size of 12 shells to 63 shells in the reservoir, despite having the less loved short range flashlight, is a strong Crowd Controller which lies in the nature of the full automatic design this shotgun bears.
Besides the factor of having a x2 Stagger Multiplier, the 240 RPM and 2.8 second reload timer made or broke teams during the earlier days of GTFO. My good ol’ buddy has seen a lot of action in this game and has finally made it back to the ranks. It’s a solid option for Crowd Control and in many situation would be pretty wise to carry given it’s automatic nature. However, it doesn’t compete with the Buckland S870 Shotgun in the slightest when it comes to fire power – which makes it more ideal as the Crowd Controller and a pinch-hitter.
Definitively a good recommandation for a team getting to learn the ropes of teamwork, it also fills a good niche of CC and somewhat effective damage dealer but the clear purpose of this game would arguebly be downsizing hordes for the cleaners to manage them easily. I would recommand it however, to both new players for learning purposes and veterans like myself to experience the good ol’ days.
26. The Choke Mod Shotgun (Buckland XDIST2)
One of the fresher addition to the shotgun family royalty; the Buckland XDIST2 sports a magazine size of 4 shells to 27 shells reservoir (counting the mag also). The bonus of having a medium class 1 flashlight makes this baby shine further but it’s a special one.
This shotgun is one of the few shotguns I would categorize as Specialist, but it also shares the same quality as High Risk… so I think I’ll go with Specialist on this one as it’s the only ranged shotgun in the game. You heard it here, RANGED SHOTGUN – sporting a whooping 15 meters effective radius given it’s low spread and reach, sprinkled with a decent reload timer 2.7 seconds and a very high firerate of 1200 RPM!
This one is a rough one, because it shares quality of dealing with highly dangerous Sleeper variants, even from a good range! (which is why I want to classify it as High Risk; given the ammo refill is usually really bad on these kind of weapons as a downside) but given the special nature of it’s design and how flexible it can really be in the right hand. However, it’s also one of the weapons where you gotta prioritize your targets as your ammo can run it pretty fast.
One of my favorites, of all time actually. Really solid weapon with a few downsides which can be mitigated over experience and a good amount of ammo refills. But given the Specialist nature of this gun, I would recommand it for more experienced players overall but it’s not off limits by any means for anyone to use – just be smart about it!
27. The Revolver (Mastaba R66 Revolver)
Mastaba R66; the biggest iron there is around (prior to the release of the High Cal); this beauty holds 6 rounds in the cyllinder and a total of 52 rounds including that mag – with a smaller addition to it’s utilities having a short range flashlight..; it’s still a monster and a strong one at that.
This one is definitively a Specialist weapons that really emphasises on having good accuracy and strong trigger discipline; each round holds explosive amounts of firepower (almost akin to shotguns) amd a relatively good reach making it useful for both smaller and bigger variants of Sleepers. It has it’s uses as a Crowd Clearer and the special ability to one-shot scouts in the back of their heads making it a all-round solid weapon.
However, given the nature of the weapon and need of hitting clean shots makes it a bit of a challenge paired up with it’s strong recoil (bearing a lot of resemblemce to the newest addition High Cal Pistol) regardless of it’s ammo efficient nature. A lot of it’s bad features is made up with the fast reload of 1.75 seconds and it’s overall strong performance.
I would seriously recommand having this weapon on people learning how to kill scouts as a strong alternative whenever it’s too much of risk trying to melee it; probably better weapons out there to do the same job but it’s a solid pick. Useable both by new and experienced players, but the gun really shines in the right hands.
28. The High Cal Pistol (Shelling Arid 5)
The Shelling Arid 5 High Caliber Pistol is the newest addition to Big Iron Family. A hand cannon by nature; having a magazine size of 6 rounds and a total of 33 reservoir (counting the mag) makes it’s a High Risk, High Reward weapon that really shines in the hands of a solid shooter.
The High Cal pistol has it’s set of quirks which makes it hard to properly utilize without solid aiming and understading of the gun. Treat it as a Desert Eagle in that regard! With a high damage per shot and a semi automatic design makes it into the bane of bigger variant sleeper. However, it’s a weapon which might punish the user if used incorrectly; ammo efficiency is a real must for running this weapon (especially on lower tier missions) and with one of the worst hipfireing in the game it’s a marksman weapon no doubt.
It has many similarities to the Mastaba R66 Revolver but falls shorter on so many criterias which makes it harder to use for newer players. But it bears close resemblemce to the Buckland XDIST2 Choke Mod in it’s design around mag size, ammo count and reload timers.
I would highly recommand this in the hands of a experienced player (no bars held for the newer players of course!) given the nature of the hand cannon. It would be a strong addition to any team but the reality of this gun makes it almost fall under Specialist territory (hence why experienced players would get more out of it). However, this is your game too and you make the decision for how you wanna play it!
29. The Precision Rifle (Drekker Del P1)
Drekker Del P1 Precision Rifle is a special weapon in many regards, especially given the nature of it’s design. Sporting the 8 round capacity mag and a total of 49 bullets (including magazine), with a optimal choice in the use of a short range flashlight – it’s one unique and special weapon to behold.
This is one of the two weapons in the game having a thermal sight mounted to it (the other being the PDW in the primary slot) and the top of it being a automatic DMR makes it a sight to behold. With a good range of 30 meters and high damage to sport with it makes it a versatile weapon to say the least, filling the Specialist role as it’s has multiple uses which regular weapons can’t fill in for properly.
Drekker Del P1 excels as killing Scouts, as the 30 meter reach and thermal scope provides the necessary conditions to make shots (regardless of fog and darkness that surrounds you), whilst it also one-shots both smaller Strikers and Shooters in the head.
Quite the versatile weapon which lands it’s category pretty well – however, the Thermal scopes filtering and the size of the weapon can make it a bit of a safety hazard towards the users about missing clean shots on Scouts and even letting smaller enemies get close by a blind spot at the bottom. It’s definitively a strong contender for any team and probably a must-have on maps with a lot of Scout roaming in close proximity. The nature of the weapon makes it a good option for both new and experienced players, and a definitive choice for many runs to come.
30. The Sniper (Köning PR 11)
Probably one of the widely used weapons in the game; The Köning PR 11 – the king of range and the waster of ammo – With a magazine of 3 rounds and a total reservoir of 12 rounds (including the mag). Even with a strong flashlight like the extended range flashlight, it’s one of those weapons I would call a necessary evil given the nature of the gun as a hybrid between High Risk and Specialist.
The key strength of the Köning lies in it’s ability to oneshot Scouts, Big Strikger, Hybrids and Big Shooters in the head, with long distance of 60 meters. The major downside of this weapon is how specializes in killing stronger variants of enemies (with the nature of the ammo reserve being extremely low); this in return forces the user to “waste shots” on lesser variants to not make this into a ammo resupply nightmare.
It’s ability to decimate whatever comes it way makes it a dark horse of any team; a glass cannon if you’d like. Much to the chagrin of your teams ammo supply.efficiency maniac, it has some definitive strong upside which can make up for the lack of proper ammo utilization; however within it’s nature it’s also safe to assume that missing shots is extremely punish and the same can be said about the 3.5 second reload timer.
The Köning PR 11 is a special one; being one of the strongest damage per shot and having the longest range of all the weapons in the game makes it a force to be reckoned with – while the massive downside of the weapon pretty much categorizes it as a Specialist weapon and better in the hands of the experienced user – it’s also a good addition to team compositions for runs that require takedowns of bigger variants of enemies and even special variants (no spoilers for those who don’t know but you veterans know what I am talking about)
And a finally message about it – this is my number one favorite weapon and I am stupid for loving it that much… but it is what it is.
Extra: Combat Scenarios
This is the more theoretical-practical part about why you should prioritize certain loadouts over others, given the nature of how the game pushes one into harder scenarios and loves throwing extra variables onto you whilst working through the current workload.
It’s important to have a good fundamental understanding of weapon loadout balancing and it’s effect on combat scenarios. A rudimental example of a “would-be” team of 4 players, consisting of these kinds of loadouts:
- Mine Deployer
- Assault Rifle
- Hel Shotgun
- High Cal Pistol
- C-Foam / Turret
Ideally, this is a balanced loadout more suited towards dealing with expeditions with uncertain conditions (as in you are walking blindly into things), and for the most it will work out unless there are several conditions in the mission which doesnt match whatever you have brought into it – regardless you have to work it out with the current assembled strength of the team.
By following a simple rule of classification, you can make better educated weapon choices and stronger combination which compliments the entire line-up of the teams. The rule goes as follows;
- Specialist with high ammo efficient primary (strong definitive role, tailored based on mission)
2. Joker to carry the burden of stronger weapons (and probably less refills overall)
3. All-rounder to fill the gaps of defence (an adaptive loadout, jack of all trades)
4. Horde-Killer with good weapon rotations (someone to reliably cut/hold the horde away)
5. Vanguard with good range and control of the battlefield (Strong and reliable weaponry; ranged and/or CC)
These team, following the rules set by these classifications, have a higher tendency to survive expeditions as they fill in the gaps the team might have; nothing says that the other roles can’t help out with different scenarios but in a way – everyone is a specialist in their own field.
That's everything we are sharing today for this GTFO guide. This guide was originally created and written by Ivan Frykt. In case we fail to update this guide, you can find the latest update by following this link.