Get To The Orange Door

Get To The Orange Door

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The GTTOD Beginners Handbook (UPDATED FOR PAST AND PRESENT!!!)
By the sun is my son and 1 collaborators
AtTeNtIoN aLl GaMeRs AnD fAnS oF fAsT-pAcEd, FiRsT pErSoN sHoOtErS.

Welcome to the GTTOD Beginners Handbook!

In this guide I will be going over the basics, weapons, structures, interactables, powerups, etc. Think this as bridging the gap for newer players, as well as an encyclopedia of info.

I aim to make this a reliable source of info on all bouts of GTTOD. I will continue to develop this guide further based on feedback and future updates. Leave a comment if I missed anything, or if I should add a new section.

Please do keep in mind that this is merely a guide to help out players, and not a tutorial on the 'objectively best' way to play the game. Please do not use this guide for gatekeeping, thank you.

[CHANGELOG IN COMMENTS]

[AS OF WRITING THIS, THE CURRENT VERSION IS 'PAST AND PRESENT''.]

Special thanks to AbsurdCleric67, normal8008, GlennTheDroid, Skrioftw, winkree and the GTTOD dev team!
NOTE: THIS GUIDE IS NOT TO BE USED BY ANY EXTERNAL SOURCES.
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Contact
You can contact me here:
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If theres any misinformation or typos, please let me know in the comments!
What is GTTOD?
If you randomly happened upon this guide, and are wondering what this game is, well...


⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀is a Rougelite Movement FPS soaked in bright, neon lights.
⠀⠀⠀⠀GTTOD is an abbreviation of 'Get To The Orange Door', which is the goal of the game.
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀The game places a heavy emphasis on movement and its weapons.
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀It has an artstyle reminiscent of 80's retrowave/outrun.
⠀⠀⠀Gameplay is simple, but has an enjoyable loop of looting, shooting, and doing cool ♥♥♥♥.
⠀⠀⠀⠀⠀⠀The game is being worked on by Andrew Smith, and goes for about 20 dollars.
⠀⠀⠀⠀⠀⠀⠀⠀The game is still currently under Early Access, but is nearing completion.


https://steamproxy.com/steamstore/app/541200/GTTOD_Get_To_The_Orange_Door/

Now that you know what the game is, lets get into the meat of it.
The Basics
What do I do?!?
This section of the guide will teach you basics, movement, objectives and the likes.
If you're new to the game or haven't picked it up in a while, I highly recommend playing the prologue, or using the Igloo and messing around in Sandbox.

The guide has also been colour-coded based on importance and meaning, those being:
  • Blue is for general out-of-game information or miscellaneous
  • Orange is for in-game objects and locations
  • Green is for inventory and items
  • Purple is for player upgrades and buffs
  • Red is for combat-related stuff, like weapons and gear

Before starting though, I heavily recommend adjusting these two gameplay settings. Wall Magnetisim adjusts how close you have to be to a wall to wallrun, and Aim Assist is how close you have to shoot for a hit to count.

Don't have to set them to the same values here, mess around and see what works for you!






The goal of GTTOD is simple, as its literally in its name, to Get To The Orange Door. Of course, there are other side-objectives that take priority too.

Looting levels is the main way for you to gain ammo, shards, health, keys, etc. With keys, you can take them to a Bunker Door to open it and find better loot inside.

During your runs, you will also find Jade Vines, which are used to permanently upgrade your character and unlock new rewards.

This is the primary gameplay loop of GTTOD, loot, shoot, and get to the door.




GTTOD is a roguelike movement shooter, meaning you'll want to be playing the game at a fast pace. Utilise your movement by keeping up wallruns, double jumps, dashes, and whatever else you can think of.

Staying above enemies and keeping up a fast pace will generally make you harder to hit. Remember to also loot the levels, as it'll help provide you with resources for upgrading.

If you've played games like Titanfall 2, this should feel somewhat familiar to you.





Going around levels, you'll find yellow lootable containers in the form of vehicles, bins, dumpsters, etc.

You can interact with these either by going up to them and interacting or by shooting them to be given a handful of shards, health and ammo.

Shards are the main currency of the game, just about everything costs shards, and you'll get them from looting the environment, killing enemies, selling stuff, and various different sources.

There is a small chance you'll also get Keys from lootable containers, which are used to open open up bunkers, which house guns, equipment, player upgrades and more. There is also a guaranteed key in every level, with exceptions for bosses, dungeons, and The Tavern.

You'll also come across Jade Vines, most often from Leyline Offerings, the end of level reward. These are a cross-run currency used for permanent player upgrades.







Upon pressing TAB, you will open the Weapon Inventory. This is where you see your current weapons, apparel, blessings and curses, etc.

Press L CLICK on a weapon to mark it as primary, and R CLICK to mark it as secondary, making it so you can scroll down to swap between the two. Hold L CLICK to move a weapon around the wheel, and hold R CLICK to drop it. You start out with 3 weapon slots later permanently upgradeable to 8, or temporarily mid-run with the Immersion Magnet item.

The icon in the middle is your Apparel slot, where your apparel item goes. Descriptions for Apparel, Karma and Items will be displayed over it if you click or hover over them.

Hover your mouse to the bottom of the Weapon Inventory to open up your Item Inventory, which will show any items you're holding at the time. You will also be able to see how many Jade Vines you are carrying at the top whilst hovering.





During runs, you'll be given Jade Vines. These are a cross-run currency and are used buy to permanent upgrades to your character and unlocking new future content. You'll be able to spend them when you're back in the hub at the start of a new run.

If you'd like more information, check out the Aspects section of the guide.


You can also stash away any weapons, items, equipment, or apparel you find in your Stash, aswell as deposit shards in 1000 increments, making them accessible for future runs. These are located back in the hub, and you can return to the hub to end your run with the Harbor Scroll item, found in Item Chests.


Card Packs will also grant you Gear Cards, which are consumable starting loadouts that can be used before the start of your run, accessible by the shop vendor, K8!



  • Threat Level affects enemy spawns, types, and projectile speed. Keep moving around!
  • Switching guns after a mag has been put in during a reload will finish it off-screen.
  • Melee does not stop reloading, so feel free to swing to your hearts content.
  • Using equipment does not interrupt a reload, so remember to use them!
  • The Grab-A-Gun plays a unique theme when near it, keep your ears peeled!
  • Some enemies have patterns that can be exploited.
  • You can select any gun in your inventory by using the number keys!
Movement
These boots were not made for walking!
Movement in GTTOD ranges from simple to much more technical. There is still movement tech that's not listed here, but may be added in future. The movement has been split into three categories here, Beginner, Intermediate and Advanced.



Double Jumping
Press SPACE twice to perform a double jump. Your double jump refreshes by touching the ground, with a dash, or a wallrun. The go-to for terrain traversal.



Dashing
Press SHIFT to dash in whichever direction you are holding, including your sides and diagonals. Dashes are refreshed by either touching the ground, wallrunning, wallkicking, hitting a jump pad, etc. You start with one but can get up to four through upgrading. Works great when combined with double jumps.



Wall Running
Jump towards a wall while facing parallel and holding your left or right key into the wall to start a wall run. Jumping off will refresh your dash, double jumps, dropkick and wallkicks. A staple for staying above ground.



Crouching/Sliding
Press CTRL at a standstill to crouch, and CTRL while moving to slide. Sliding preserves your speed and will cause you to speed up when going downhill. Great for long distances.



Ledge Grab
Being below a ledge will automatically make you grab and pull yourself up it. Not used much but is helpful for tighter jumps.



Dual Wield
Press T (or hold R) to dual-wield your currently selected primary and secondary. Click each mouse button to fire each gun. You can't use secondary firemodes while dual-wielding. Some weapons also cannot be dual-wielded.



Ultimate
Press C to perform your Ultimate, by default it should be Reflex, a slow-motion Ultimate. Pressing C again will cancel the current Ultimate if it drains. Use these for overwhelming situations or huge swarm clear!





Dropkick
Doing a melee in mid-air will perform a dropkick, normally used against enemies, it can also be used on surfaces to give a quick speed or height boost. You only get one midair, only getting it back from touching the ground or wallruns.



Slidehopping
When in mid-air, tap the CTRL key to slide when hitting the ground. Shortly after sliding on the ground, jump, tap CTRL, repeat the process. Extremely crucial for preserving speed, and also fantastic at gaining speed.



Buffered Bunnyhop
After double jumping, let go and rehold space to jump as soon as you hit the ground. This will preserve all of your speed, however you wont get your dropkick back. Combine with airstrafing to gain and preserve tremendous speed.



Dash Conservation
Dashing will conserve the majority of your speed and momentum, and so dashing in a different direction will allow you to easily make sharp turns or turn around completely.



Slope Launch
When approaching a ramp at high speeds, spam space to quickly jump up and build up height. Once you reach the ramps apex, you'll go soaring into the air!



Double Jump Pad
Hold space when hitting any kind of jump pad to boost your launch with your double jump. Generally useful for gaining more height.



Dolphin Dive
While in water, look up, hold forward and hold space to surface faster and gain WAY more height when jumping out. One of the best ways to gain height.





Wallkick
Using the same inputs as a Buffered Bunnyhop, touch a wall to kick off it instead of wallrunning. You refresh your dash aswell as gain a boost dependant on angle. You get one, regained from touching the ground or wallrunning. Can be more versatile than wallruns sometimes, as you can even do it off surfaces you cant wallrun on, such as pillars.



Wallflick
When about to jump off a wall, look into it and hold the strafe key parallel to the wall, then flick your mouse and jump off. This makes you jump off the wall with more speed, and can be quite tricky to pull off, as its hard to know if you've done it.



Flipping
Not really advanced but heavily situational, when in the air, the Z Axis is unlocked, meaning you can do flips in midair/water! Not necessary for anything, but it's cool!





Science Club Slide
With the science club, perform the ground slam and press crouch while in the air. When you hit the slope, you'll slide down with huge speed! Speed is determined by how high you came in from.



Mirror Launch
Much like a dropkick, except use your Ultimate key instead of your melee when you have the Mirror ultimate. You'll go much further and faster than a normal dropkick.



Slingshotting
With the Spike, grapple onto a wall or floor at a distance, then dash as much as you can backwards. Once you pass over the center point for Spike, press space to let go of the grapple. You can gain tremendous amounts of speed with this, and you can get more than 8x the speed by using the Journeyman's Sash apparel and World Step ultimate.

Gear Cards
What to choose...
Gear Cards are loadouts you can choose before the run starts. You use them by visting K8! while in Harbor Deep. Some offer up Karma and goodies, whereas some just give weapons and equipment. What they are and what their effects are will be here.

Gear Cards are consumed on use, and are found in Card Packs.


Common Cards offer up basic weapons and equipment, nothing fancy.
Common Cards
Weapon
Equipment
Karma
AGENT
SMG
C4
NONE
ASSAULT
ASSAULT RIFLE
FRAG GRENADE & AMMO PACK
NONE
BATTLE MEDIC
SILENCED SMG
STIM
NONE
CHIEF
MAGNUM
FRAG GRENADE
NONE
CROWD CONTROL
ASSAULT SHOTGUN
CONCUSSION SHELL
NONE
DEFENDER
SHOTGUN
NONE
NONE
ENGINEER
COMPACT SHOTGUN
TRANSLOCATOR
NONE
EXPLOSIVES EXPERT
ROCKET LAUNCHER
FRAG GRENADE
NONE
GRENADIER
GRENADE LAUNCHER
C4
NONE
GUNSLINGER
REVOLVER
CONCUSSION SHELL
NONE
INSURGENT
BATTLE RIFLE
THERMITE CHARGE
NONE
MARKSMAN
BURST CARBINE
TRANSLOCATOR
NONE
NEGOTIATOR
LMG
RAILGUN
NONE
PILOT
AUTO PISTOL
SPIKE
NONE
RANGER
LEVER ACTION
CONCUSSION SHELL
NONE
SCOUT
MARKSMAN RIFLE+
SHURIKEN
NONE
SURVIVOR
DOUBLE BARREL
KUNAI
NONE
TRAILBLAZER
PDW
JUMP KIT
NONE
VANDAL
CARBINE
THERMITE & CONCUSSION
NONE

Karma Cards give basic weapons, but also the listed Karma ontop of that. They are slightly rarer than Common Cards.
Karma Cards
Weapon
Equipment
Karma
ANTI-LIFE
AUTO PISTOL
NONE
DEATH
DUALIST
PISTOL
NONE
THE LOVERS
FORTUNEFINDER
BOLT ACTION
NONE
THE HIGH PRIESTESS
GUNZERKER
COMPACT SHOTGUN
NONE
WHEEL OF FORTUNE
RESILENT
DOUBLE BARREL
NONE
STRENGTH
WORLD KILLER
SHOTGUN
NONE
THE WORLD
SHINIGAMI
KATANA
NONE
DEATH

Omega Cards are the rarest card at roughly a 2% drop chance. They give BABED+ weapons, along with a Karma, and sometimes equipment.
Omega Cards
Weapon
Equipment
Karma
CLERIC
SUZIN+ (BABED SMG)
STIM
THE EMPRESS
DESCENDANT
FIRESOUL+ (BABED CARBINE)
NONE
THE SUN
SLAYER
INHERITOR+ (BABED DOUBLE BARREL)
NONE
STRENGTH
SOOTHSAYER
RANDOM
RANDOM & RANDOM
RANDOM KARMA & RANDOM POWERUP
SUMMONER
NONE
NONE
THE DEVIL & QUEEN OF WANDS
WRAITH
GHOSTWALKER+ (BABED LEVER ACTION)
JUMP KIT
THE HANGED MAN
Levels
This place seems...forgotten...
There are alot of different levels in GTTOD, but there are four main categories that should be referred to:
  • Acts are entire new segments of the game. (e.g: the purple area, the red area)
  • Stages are the level progress during a run. (e.g: 3 stages then a boss)
  • Levels are areas that show up with a title-card. (e.g: amber vale, slumbering spring)
  • Dungeons are their own areas that are seperate from runs.


Interactables
What do we have here?
Interactables refer to all the objects or items you can interact with in a stage. What they are and what their effects are will be here.


Grab-A-Gun
  • Costs 950 shards to use
  • Using the machine will roll for a random gun.
  • Can be restocked with a key
  • Plays a distinct tune when nearby
  • Appears on the Scanner equipment













Build-A-Bang
  • Costs 5000 shards to use
  • Using the machine will put your gun into the machine.
  • Guns put into the machine will upgrade into a BABED variant
  • Requires a small challenge to kill enemies to be unlocked
  • Appears on the Scanner equipment
  • More info can be found in Upgrades section




Gun Crate
  • Price is determined by the weapon inside
  • Contains the gun shown
  • Has a chance to give a Blue variant




Equipment Crate
  • Price is determined by the equipment inside
  • Contains the equipment shown























Powerup Shop
  • Price is determined by the powerup inside
  • Contains the powerup shown
  • Powerups they can contain are:
    • Extra Lives - 2500
    • Ammo Bag - 250
    • Overcharge - 100
    • 3 Keys - 1000
    • 5 Jade Vines - 750







Alpha Cache
  • Price is random
  • Contains a chance for Purple or Gold weapon, if not either, a Blue
  • Chance is determined by price of crate (e.g. 2500 shard Alpha Cache will be less likely to produce a Purple or Gold than a 4500 shard)
  • More info can be found in Bunkers section
Workbench
  • Upgrades cost 750, Key Crafts cost 500
  • Can be used to upgrade your current gun or craft a key
  • Upgrading guns turns White guns into Blue ones
  • More info can be found in Upgrades section




Lootables
  • Lootables are generic yellow objects used for looting
  • Can be interacted with or shot to open
  • Items inside are affected by High Priestess' and Loot Luck aspects luck increase
  • Items they can contain are:
    • Ammo
    • Health Pills
    • Keys
    • Shards








Bunker
  • Costs a Key to open
  • Opening gives 100-300 shards, with a chance for pickups and powerups
  • Contains a room inside, generally for loot and upgrades
  • Appears on the Scanner equipment and also the compass
  • More info can be found in Bunkers section







Key Jar
  • Can be damaged to give player a key
  • Found guaranteed on every stage (except bosses, dungeons, and The Tavern)
  • Has a distinct orange glow that can be seen from far away
  • Appears on the Scanner equipment









Item Chest
  • Found inside bunkers
  • Price is determined by item inside
  • Opening gives item shown
  • More info can be found in Items section






Drawer
  • Found inside bunkers
  • Price is determined by apparel inside
  • Opening gives apparel shown
  • More info can be found in Apparel section






Shrine of the Summit
  • Found inside Blessed Bunkers
  • Interacting gives a choice between 3 blessings
  • More info can be found in Bunkers and Karma sections












Altar of the Abyss
  • Found inside Curse Bunkers
  • Interacting gives a choice between 3 curses
  • More info can be found in Bunkers and Karma section












Basin of Balance
  • Found inside Basin Bunkers
  • Interacting gives a choice between 3 mixed karma
  • More info can be found in Bunkers and Karma section













Basin of Burden
  • Found inside Basin Bunkers
  • Interacting allows you to cleanse any one of you karma
  • More info can be found in Bunkers and Karma section







Orange Door
  • Found in every level (except dungeons)
  • Stepping onto the platform starts the Door Event, where enemies will spawn and must be killed
  • Beating the Door Event gives a Leyline Offering and travel to next level
  • Is the main objective of the game
  • Appears on the Scanner equipment and also the compass


Dungeon Portal
  • Costs 1500 shards to activate
  • Must be unlocked
  • Opens a portal to the Dungeons, an alternative path with faster threat scaling, harder enemies, but insane loot
  • One is also found in the back of the hub
  • Appears on the Scanner equipment




Jump Pad
  • Launches player up whilst conserving horizontal momentum





Jump Ramp
  • Launches player in direction of ramp








Jump Thruster
  • Launches player in direction of thruster














Mama
  • Found at the front of the hub
  • Used to permanently upgrade your characters stats and get unlocks
  • More info found in Aspects section









K8!
  • Found in a cave to the side of the hub
  • Used to open and use gear cards
  • MUST be pronounced K8!, not Kate








Wall of Attunements
  • Can be used to add new gameplay changes or modifiers
  • Runes can be found in Aspects section







Difficulty Totem
  • Can be used to adjust the games difficulty
  • When shot on Hard, it changes the difficulty to Very Hard
  • Difficulty affects threat level scaling













The Scriptorium
  • Can be used to read different entries for items and lore
  • Still under development






Igloo
  • Entering transports the player to Reflection, a training, sandbox, quickplay and gauntlet area.






Lockers
  • Can store up to 36 weapons, equipment, items, apparel or melees
  • Items stored inside can be pulled out for future runs









Teller
  • Stores shards for future runs
  • Shards are withdrawn or deposited in intervals of 1000






























Bed
  • When used mid-run, will save your game and end your run





Fishing Spot
  • Play a fishing minigame for some shards and goods
  • Also found in Slumbering Springs BABE arena
Bunkers
Give me the goodies!
Bunkers are small side-rooms you'll find throughout levels that play an essential role in your run, whether it be giving guns and equipment, health and upgrades, or even just providing a spot to breathe.


Bunkers are randomly spawned rooms that have preset spawn positions, meaning if memorised, you can always find them. They also appear on the Scanner equipment, or on the compass at the top of the hud. Their contents can be identified with the Remote Identifer item by the coloured light bar above them.

Opening them requires a key, and upon opening will spill out shards and sometimes a powerup or pickup. The contents of each bunker are listed below.

NOTE: The High Priestess and Loot Luck affects the bunker spawn chance, aswell as the chance of lootable stuff spawned inside.


Service Bunkers
Service Bunkers are a jack of all trades bunker, they're comprised of multiple hallways and have the most versatile and likely loot spawns.

They can be identified by a white light bar.

The potential spawns are:
  • Lootable Crates
  • Lootable Trash Cans
  • Garbage Bags
  • Gun Crates
  • Equipment Crates
  • Workbench (guaranteed)
  • Item Crates
  • Drawer


Cargo Bunkers
Cargo Bunkers are similar except for being much smaller and more compact than Service Bunkers, but providing similar loot, though with more common spawns for Item Chests and Drawers.

They can be identified by a blue light bar.

The potential spawns are:
  • Lootable Crates
  • Lootable Trash Cans
  • Garbage Bags
  • Gun Crates
  • Equipment Crates
  • Workbench (guaranteed)
  • Item Crates
  • Drawer


Shop Bunkers
Shop Bunkers contain a miniature K8! shop inside. You can sell weapons and gems to her for shards by dropping them at the counter.

They can be identified by a crooked white lightbar.

The potential spawns are:
  • Lootable Crates
  • Gun Crates
  • Equipment Crates
  • Item Crates
  • Drawer
  • Grab-A-Gun


Arsenal Bunkers
Arsenal Bunkers contain guaranteed spawns and high chances for Gun Crates and Equipment Crates, making them extremely nice for gearing up.

They can be identified by a green light bar.

The potential spawns are:
  • Lootable Crates
  • Gun Crates (atleast 1 guaranteed)
  • Equipment Crates (atleast 1 guaranteed)
  • Workbench (guaranteed)
  • Item Crates


Alpha Cache Bunkers
Alpha Cache Bunkers contain a single Alpha Cache inside, with a price that fluctuates between roughly 2000 shards and 5500 shards. Opening one up will have a chance on giving a Blue, Purple or Gold weapon. The weapon itself is random, and the tier of said weapon is decided on a scaling chance based on the Alpha Caches price (e.g. 2500 shard Alpha Cache will be less likely to produce a Purple or Gold than a 4500 shard).

They can be identified by an orange light bar.

They have loot spawns, but very infrequently:
  • Lootable Crates
  • Item Crates
  • Drawer


Blessed Bunkers
Blessed Bunkers are special bunkers containing a Shrine of the Summit, a stone tablet you can interact with to be given a blessing. They also contain a small pool of water which will heal your health.

They can be identified by a purple light bar.

They have loot spawns, but very infrequently:
  • Lootable Crates
  • Item Crates
  • Drawer


Cursed Bunkers
Cursed Bunkers are special bunkers containing an Altar of the Abyss, a stone tablet you can interact with to be given a curse.

They can be identified by a red light bar.

They have loot spawns, but very infrequently:
  • Lootable Crates
  • Item Crates
  • Drawer


Basin Bunkers
Basin Bunkers are special bunkers containing a Basin of Burden and Basin of Balance. They are a mix of Blessed Bunkers and Cursed Bunkers. In the room is a split in the middle, the path on the left will let you cleanse any karma you don't want anymore, and the path on the right will allow you to pick a new karma from a mix of Blessings and Curses. Once one is interacted with though, the other will close off, being unable to be accessed.

They can be identified by a light green light bar.

They have no loot spawns.
Items
In the palm of my hand...
Items are single-use consumables that are stored in your Item Inventory, and range from insta-use healing to upgrades for guns and health. They are found in Item Chests.

Your Item Inventory has 5 slots for items by default, with some items being stackable, and can be expanded with the use of the Satchel of Holding apparel.



Card Pack
Can be opened for 3 random Gear Cards, consumable starting loadouts.
Stack Limit: 5



Harbor Scroll
Creates a portal back to Harbor Deep, to stash your items and end your run.
Stack Limit: 1



Endurance Crystal
Used to give yourself either 10 max health, shield or overshield.
Stack Limit: 1



Vulcan Hammer
Instantly BABEs your currently held gun.
Stack Limit: 1



World Fruit
On use, lets you choose and upgrade any of your existing Karma.
Stack Limit: 1



Empowered Whetstone
CURRENTLY NOT IMPLEMENTED
Stack Limit: 1



Remote Identifer
Lights up the closest bunkers light bar, identifying them based on colour.
Stack Limit: 1



Medkit
On use, instantly heals back missing health.
Stack Limit: 1



Shield Bank
On use, instantly fills your shield and overshield.
Stack Limit: 1



Typhoon Trigger
Fills your current clip with static rounds.
Stack Limit: 1



Ember Epoxy
Fills your current clip with fire rounds.
Stack Limit: 1



Immersion Magnet
Increases how many weapons you can carry.
Stack Limit: 1



Cleansing Charm
On use, lets you choose any of your existing Karma to remove.
Stack Limit: 1



Chipped Sapphire
Can be sold at a Shop Bunker or K8! for 500 shards.
Stack Limit: 1



Ordinary Ruby
Can be sold at a Shop Bunker or K8! for 1500 shards.
Stack Limit: 1



Flawless Diamond
Can be sold at a Shop Bunker or K8! for 3500 shards.
Stack Limit: 1



Quantite Shard
CURRENTLY NOT IMPLEMENTED
Stack Limit: 1



Nytrium Fiber
CURRENTLY NOT IMPLEMENTED
Stack Limit: 1



Cindite Chunk
CURRENTLY NOT IMPLEMENTED
Stack Limit: 1



Ambrosis Drop
CURRENTLY NOT IMPLEMENTED
Stack Limit: 1



Key
Can open bunkers and locked crates, aswell as restock Grab-A-Guns
Stack Limit: 10
Apparel
This fits snugly...
Apparel are clothing items that can be slotted into your Apparel Slot, found in the middle of your inventory. You can only carry and wear one at a time, and they provide many different buffs, such as stat boosts or unique new abilities.


Battered Duster will increase your crit chance whilst dual-wielding.

Pretty nice to have but it's nothing amazing, that is unless you're running a Dual-Wield build, in which you can get some nasty damage.

Good synergies include:
  • The Lovers: You're already dual-wielding for that extra damage, so.
  • The Star: More crit chance ontop of random elements on said crits creates fun.


Chainmail Tabard will reduce the time you're affected by static.

NOTE: Due to nothing currently applying static to the player, this item is unobtainable without the console.



Faraday Jacket will reflect static back onto enemies if you're being affected by static.

NOTE: Due to nothing currently applying static to the player, this item is unobtainable without the console.



Fur Cowl will reduce how quickly you freeze aswell as how fast you gain warmth

Warmth isn't used much in the game currently but Fur Cowl can still be life-saving, as being frozen is extremely dangerous. Not being able to heal health or shield from being frozen is scary.

Good synergies:
  • The King Of Cups: The downside of freezing on hit is mitigated by staying much warmer.
  • Temperance: You wont get cold as easily if you're hit by your own ice spikes.


Gas Mask will reduce the time you're affected by Weakness.

You might get a little use out of this in Act 1, but in Act 2, Gas Mask can be a very viable option due to all the sources that inflict Weakness onto you.




Insulated Tunic will reduce the amount of ticks you receive from fire damage.

Insanely helpful, Act 2 and the Legion Sentinel has alot of fire thrown around, but where this apparel shines is in Fire builds, as the amount of damage you take from fire with The Moon is ludicrous.

Good synergies:
  • The Moon: Reducing the amount of damage you take from fire SAVES runs.


Integrated Boots will start your shield regeneration when you start a wallrun.

Easily one of the best apparel, while not synergising much with other items or karma, its main effect is extremely strong and not to be overlooked.

Good synergies:
  • The World: Insane shields, chip damage becomes even less of an issue, as you can just wallrun.
  • Endurance Crystals: Same reason for why it's just as good as The World.


Jade Diadem will decrease the drain upon activating your Ultimate.

Obviously a strong pick, extra time for Reflex, Universal Pause, etc, or less ultimate cost for Void Burst and Flame Release is strong. Combined with the Soul Charge aspect, your Ultimates will be carrying you throughout your runs, if you're lucky enough to get them.

Good synergies:
  • The Empress: Less ultimate drain is very good for when you need to heal from Ultimates.
  • Ultimates: It's an apparel made for them, of course they're gonna synergise nicely.


Journeyman's Sash will increase the distance you travel when you dash.

May feel a little strange to get used to at first, but that distance increase makes dashing even better at dodging attacks or evading conflict. Combined with the right karma, your dash becomes even more a core part of your run, but even without it's an extremely good benefit.

Good synergies:
  • The Chariot: You're dashing a ton to reflect projectiles and apply static, so it works out.
  • The Tower: You can close greater distances for those firey melee strikes.
  • World Step: Infinite dashes on greater dash distance is...a good feeling.


Loaded Bandolier will increase your max amount of reserve ammo.

It's fairly good, but not wowing anyone. An exception to that is with weapons that eat through ammo, such as the Auto Pistol, KMG or LMG.

Good synergies:
  • The Lovers: Dual-wielding Auto Pistols has never been more cost effective.


Matchstick Gambeson will set enemies on fire when you get set on fire.

An extremely risky take compared to Insulated Tunic, but you can get some pretty wide fire spread when used correctly. Situational but very fun.

Good synergies:
  • The Devil: If you're not taking the moon, because of extra damage, this may be a good option.
  • Justice: If you can't see and get set on fire, this might kill the enemies you need for vision.


Satchel of Holding will double your max inventory slots for items.

While other apparel are great for damage or survivability, Satchel of Holding is fantastic utility, as you can hold more inventory items that may save your life, such as Medkits or Shield Banks. It also functions well if you want to store items in your stash.

Good synergies:
  • Shield Bank: Fall low on shields? Just take one of these from your countless amounts!
  • Medkit: Same reason as Shield Bank, but for health.


Velvet Cloak will increase your ammo pickup distance.

Nice little tool for staying out of close conflict but still keeping ammo topped up, but doesn't compare nor scale very well compared to other options.

Good synergies:
  • The Hanged Man: Keeping height while still picking up ammo is fairly good.


Worn Poncho will grant you double invulnerability frames from dashing or taking damage.

Works great as a general apparel, such as if you don't have a build you fit into yet, or are very early into your run. It can also work well with melee builds as double I-Frames can save your life.

Good synergies:
  • The Chariot: Double I-Frames after a dash on a dash focused karma can be helpful.
  • The Tower: Same reason as The Chariot.


Unwavering Waders will grant you extra fishing luck.

Obviously a joke, but you do gain extra shards from fishing and higher chance for guns. They also bring back the old squeaky sneakers from older versions of GTTOD.
Upgrades
This all feels...awfully familiar...
Upgrades refer to a broad category of ways to improve your run, ranging from upping your health to enhancing your guns power. Upgrades include everything seen below.




Endurance Crystals are an item you can find from Item Crates, they allow you to upgrade either your shield, health, or overshield. These health upgrades are removed on death.



Leyline Offerings are end of level rewards for finishing the Door Event or clearing a Dungeon. They give you a choice between 3 different rewards. These rewards include:
  • 25-50 Jade Vines (dependant on difficulty)
  • 1500 Shards
  • Blessings
  • Curses
  • Ultimates
  • +5 Health, Shield or Overshield
  • 1-3 Keys (random amount)
  • 1 Harbor Scroll
  • 1 Extra Life
  • Health & Ultimate Refill
  • Ammo Refill

Shards and Jade Vine rewards can be increased further with The Fool karma.



Workbenches allow you to upgrade your gear and craft keys. When in the bench, you'll have 2 options for upgrades, those being:
  • Upgrade: Costs 750 shards, upgrade your currently held gun from White to Blue, increasing its damage and other stats. For more exact info on White and Blue weapons, refer to the Weapons section.
  • Craft Key: Costs 500 shards, craft a key to add to your inventory.



The Build-A-Bang Engine (abbreviated to BABE) for 5000 shards allows you to upgrade your weapon into a Purple and Gold variant, improving its stats further, and sometimes modifying your gun completely. Info on Weapon Tiers can be found in the Weapons section.

Found in a cave hidden in each level (with exceptions of bosses and The Tavern). Inside, there is a platform that'll transport you to The Colosseum, though you must have 5000 shards to transport, otherwise you'll be deemed 'unworthy'.

You'll be given BABE for you to put your guns into. Putting them in will turn them into their Purple BABED varient, and doing so again will turn them into their Gold varient.

Though in order to leave, you must complete the BABE Trial. Kill enemies whilst in the zones to complete the trial. Your reward will be your newly acquired BABED gun you used for the trial aswell as exit from The Colosseum.

You can also find a BABE from The Beyond karma, where you won't have to perform the BABE Trial. You can also get a BABED gun by using the Vulcan Hammer item, or getting lucky with Alpha Caches.
Aspects
I feel...at ease with the world...
Aspects are permanent player upgrades that give you stat boosts, new abilities, or buffs and unlock new options such as new Aspects Trees or Runes. Upgrades cost Jade Vines, and are extremely important to the progression of GTTOD.


Turning around in the hub, you'll find this massive shrine and a lady in the middle you can interact with. This is where you spend Jade Vines for permanent upgrades to your character. There are 6 trees, 4 of which have to be unlocked.

Each tree costs 1000 Jade Vines to complete, and you're rewarded unlocks for every 250 Jade Vines spent.



Dash: Upgrades number of dashes you have
Upgrade Cost: 50 > 75 > 125 | 250


Starting Shards: Increase starting shards by 100
Upgrade Cost: 35 > 50 > 75 > 100 > 115 | 375


Inventory Slots: Increases weapon capacity
Upgrade Cost: 35 > 50 > 75 > 100 > 115 | 375




Health: Increases max health by 5
Upgrade Cost: 30 > 55 > 70 > 85 > 125 | 365


Overshield: Increases max overshield by 5
Upgrade Cost: 10 > 20 > 30 > 40 > 50 | 150


Shield: Increases max shield by 5
Upgrade Cost: 45 > 70 > 95 > 125 > 150 | 485




Damage: Increases damage by 5%
Upgrade Cost: 20 > 50 > 70 > 90 > 120 | 350


Elemental Damage: Ups elemental dmg by 5%
Upgrade Cost: 20 > 40 > 60 > 90 > 115 | 325


Crit Chance: Increase crit chance by 5%
Upgrade Cost: 20 > 40 > 60 > 90 > 115 | 325




Loot Luck: Increases luck chances by 2%
Upgrade Cost: 20 > 50 > 70 > 90 > 120 | 350


Equipment Speed: Lower equip cooldown by 5%
Upgrade Cost: 20 > 40 > 60 > 90 > 115 | 325


Melee Speed: Increases melee speed by 5%
Upgrade Cost: 20 > 40 > 60 > 90 > 115 | 325




Starting Lives: Gives an extra starting life
Upgrade Cost: 80 > 120 > 160 | 360


Ult Regen: Increases gain of Ultimate by 5%
Upgrade Cost: 20 > 35 > 50 > 90 > 125 | 320


Ult Drain: Decreases drain of Ultimate by 5%
Upgrade Cost: 20 > 35 > 50 > 90 > 125 | 320




Soul Charge: Ability to charge Ultimate
Upgrade Cost: 300


Phoenix Revival: Explode upon losing a life
Upgrade Cost: 350


Death Defiance: Remain at 1 hp instead of dying
Upgrade Cost: 350



One of the types of unlocks from the progression system are Runes, gameplay modifiers that change mechanics. The ones unlockable and their effects are:
  • Rune of the Ascendant Surge | Leyline Offerings always reward Jade Vines
  • Rune of the Lost Path | Play through every level
  • Rune of Unsteady Footing | Fully random level selection
  • Rune of the Blind Dagger | Random beacons, meaning random enemy spawns
  • Rune of the Second Wind | All enemies will spawn in as buffed
  • Rune of the Unwavering Resolve | All enemies will spawn in as elites
  • Rune of the Endless Hordes | Double the max amount of enemies
  • Rune of the Swarming Tide | Enemies spawn in much faster
  • Rune of Diminishing Returns | Ammo pickups give only half their amount
  • Rune of Prying Eye | Threat Level slowly increases overtime, ROR2 style
  • Rune of the Elder Arms | Replace your health and shield with 'traditional' ones, DOOM style
  • Rune of the Endless Abyss | CURRENTLY UNFINISHED
  • Rune of the Thorough Purge | Every beacon and enemy must be cleared before Door Event
  • Rune of the Final Fate | When you die, your save file is deleted
  • Rune of Wondrous Speed | Enemies and Door Event are disabled
  • Rune of the Sacrifices | I ain't spoiling this one lmao
Blessings
Newfound power...sometimes at a cost...
Karma are upgrades that can be found in Karma Bunkers or from Leyline Offerings during your run that are lost upon death. Most Karma work in combination with each other, often to cover weaknesses or just to be stronger. They are split into two categories, Blessings and Curses.

Blessings and Curses can be found in Blessed, Cursed and Basin Bunkers, and upon interacting with the stone tablet found inside, will force you to choose between three different options. They can also be a potential reward from Leyline Offerings.

Karma often has 3 ranks, and can be increased either by selecting the same Karma again or by using the World Fruit item. Karma can also be removed either by using a Basin of Burden or the Cleansing Charm item.

You can also reroll Blessings and Curses once when selecting from their respective pools for 25 Jade Vines.

Blessings give a small but meaningful buff.
Curses give a bigger buff but a debuff along with it.





Rank 1 | Defeating enemies resets your double jump and dash




Rank 1 | Jade Vine and Shard rewards from Leyline Offerings increased by +50%
Rank 2 | Rewards increased to +100%
Rank 3 | Rewards increased to +200%




Rank 1 | Static deals +25% bonus damage
Rank 2 | Static increased to +50% damage
Rank 3 | Static increased to +75% damage and chains static when an affected enemy dies




Rank 1 | Increases max health, shield and overshield by 5% of collected Jade Vines (1 every 20 Vines)
Rank 2 | Max health, shield and overshield increased by 10% of collected Jade Vines (1 every 10 Vines)
Rank 3 | Max health, shield and overshield increased by 15% of collected Jade Vines (1 every 7 Vines)




Rank 1 | Burning enemies explode upon death, igniting nearby enemies (Explosion Range: 15)
Rank 2 | Fire explosion range increased (Explosion Range: 25)
Rank 3 | Fire explosion range increased (Explosion Range: 35)




Rank 1 | Trigger random elemental effects on random critical hits
Rank 2 | Increases critical hit chance by +5%
Rank 3 | Increases critical hit chance by +10%




Rank 1 | Gain kills to charge up an explosive melee strike (25 kills required)
Rank 2 | Kill requirement reduced (15 kills)
Rank 3 | Explosion deals static to nearby enemies and kill requirement reduced (10 kills)




Rank 1 | Heal when triggering a charged ultimate ability (+20 health/shield/overshield)
Rank 2 | Health gained increased (+40 health/shield/overshield)
Rank 3 | Health gained increased (+50 health/shield/overshield)




Rank 1 | Dashing reflects projectiles (Reflect Range: 10)
Rank 2 | Dashing inflicts static on nearby enemies and range increased (Reflect Range: 15)
Rank 3 | Dashing inflicts two static instances on nearby enemies and range increased (Reflect Range: 20)




Rank 1 | Door Event radius and charge per kill increased by +25%
Rank 2 | Door Event radius and charge per kill increased by +50%
Rank 3 | Door Event radius and charge per kill increased by +75%




Rank 1 | Loot Luck increased by +10%
Rank 2 | Loot Luck increased by +15%
Rank 3 | Loot Luck increased by +25%




Rank 1 | Summon a friendly enemy to help when enemies are present (120 second cooldown)
Rank 2 | Summon cooldown reduced (90 second cooldown)
Rank 3 | Summon cooldown reduced (60 second cooldown)

Possible ally spawns are:
  • Golem
  • Nest
  • Mammoth
  • Shade



Rank 1 | Equipment cooldown time reduced by -15%
Rank 2 | Cooldown time reduced by -25%
Rank 3 | Spread frost to nearby enemies when using your equipment and cooldown time reduced by -35%




Rank 1 | Take two rewards from Leyline Offerings




Rank 1 | Teleport to The Beyond, contains a Leyline Offering, BABE, and a Locked Alpha Cache for 800-1200 shards

Curses



Rank 1 | Enemies drop shards on damage, but so do you (+1 from enemies, -20 when damaged)
Rank 2 | Shards gained and lost increased (+2 from enemies, -35 when damaged)
Rank 3 | Shards gained and lost increased (+3 from enemies, -50 when damaged)




Rank 1 | Weapon damage increased when dual wielding, decreased when not (+/-50%)
Rank 2 | Damage increased and decreased (+/-100%)
Rank 3 | Damage increased and decreased (+/-150%)




Rank 1 | Take extra damage, but heal on kill (+1 health/shield/overshield, +50% more damage taken)
Rank 2 | Take more damage and heal more (+2.5 health/shield/overshield, +100% more damage taken)
Rank 3 | Take more damage and heal more (+3 health/shield/overshield, +200% more damage taken)




Rank 1 | Randomly shuffle weapons after taking and completing Threat Levels (Shuffle: 2 levels)
Rank 2 | Shuffle level increased (Shuffle: 4 levels)
Rank 3 | Shuffle level increased (Shuffle: 8 levels)

NOTE: Has a bug where weapons shuffle everytime a Karma is picked up or upgraded.




Rank 1 | Vision shrinks unless killing enemies, taking damage inflicts frost to nearby enemies (Range: 10, Visiblity: 3.5)
Rank 2 | Range and visibility increased and decreased (Range: 15, Visiblity: 2.5)
Rank 3 | Enemies are instantly frozen and range and visibility increased and decreased (Range: 20, Visiblity: 10)




Rank 1 | Gain a life upon taking and gain another every 2 Threat Levels, take and deal 1500% more damage
Rank 2 | Damage taken and dealt reduced to 1000%
Rank 3 | Damage taken and dealt reduced to 750%




Rank 1 | Shooting frozen enemies creates ice spikes, damaging and freezing you and nearby enemies (Range: 10)
Rank 2 | Ice Spike range incrased (Range: 15)
Rank 3 | Ice Spike range incrased (Range: 20)




Rank 1 | Summons 2 demon heads to shoot enemies with explosive fire damage, but lose max health every Threat Level until cleansed (-3% max health/shield/overshield lost)
Rank 2 | Max health lost per Threat Level reduced (-2% max health/shield/overshield lost)
Rank 3 | Max health lost per Threat Level reduced (-1% max health/shield/overshield lost)




Rank 1 | Enemy projectiles travel 200% faster, but meleeing after a dash does more damage and knockback (+50% bonus)
Rank 2 | Damage and knockback increased (+100% bonus)
Rank 3 | Melee dash strikes set enemies on fire, damage and knockback increased (+150% bonus)




Rank 1 | Take and deal +100% fire damage
Rank 2 | Fire damage increased to +150%
Rank 3 | Fire damage increased to +200%




Rank 1 | Enemies killed leave behind a Phantom, killing will inflict frost to nearby enemies, failing will revive the enemy (Revive Time: 8, Frost Stack: 1)
Rank 2 | Revive time lowered and frost stack increased (Revive Time: 6, Frost Stack: 2)
Rank 3 | Enemies instantly freeze when phantom is killed, revive time lowered (Revive Time: 4)




Rank 1 | Kill enemies fast enough to trigger Frenzy, giving melee damage, static melee and fire immunity, but taking damage will freeze you (Temperature: -5, Duration: 3)
Rank 2 | Frenzy duration increased but freeze more when taking damage (Temperature: -7.5, Duration: 4)
Rank 3 | Frenzy duration increased but freeze more when taking damage (Temperature: -10, Duration: 5)




Is currently disabled and unobtainable without the console




Rank 1 | Freezing buffed enemies unbuffs them, but buffed enemies appear +100% more commonly
Rank 2 | Buffed enemies rarer, appear +75% more commonly
Rank 3 | Buffed enemies rarer, appear +50% more commonly




Is currently disabled and unobtainable without the console
Ultimate
With great power comes great-
Ultimates are rare abilities that can be found in Leyline Offerings during a run. They either provide great utility or incredible damage and horde clearing.

Ultimate is gained by either killing enemies, finding an Overcharge, or using Soul Charge. The gain from kills can be increased with the Ult Recharge aspect. The drain of Ultimates can also be reduced with either the Ult Drain aspect or Jade Diadem apparel.

By default, you always start your run with Reflex, and other ultimates are earned from Leyline Offerings.





Reflex is your starting Ultimate, and upon activation will slow down everything. Projectiles, enemies, your movement and firerate will all be reduced during it.

It is particularly effective when either in bad situations, for a moment to think about your next action, or to focus down certain enemies, such as Shades, Cyclops', or Bosses.

Good synergies include:
  • The Empress: Because of its instant use and cancellation whenever, you can spam this for health.
  • The Lovers: Despite the firerate reduction, you can still fire very fast when dual-wielding.
  • Death: Because of the slowed time, you can focus down single enemies with less hassle.

Ultimate will drain during its duration, and it may be cancelled at any time.




Universal Pause will make you snap your fingers, pausing time during its duration. Everything except you and your actions are paused.

It's extremely good at creating breathing room or absolutely annihilating potential foes, pumping a Cyclops' full of lead with a BABED gun is insanely satisfying, and for horde clear, shooting a few explosive shots can really show how good it is.

Good synergies include:
  • Death: One tapping any foe while time is paused is a very nice feeling.
  • The Messenger: Easily unbuff any enemy by freezing them when time is paused

Ultimate is drained in a chunk upon use, then draining during its duration. It may be cancelled at any time.




Void Burst will charge up a ball of energy that you fire for a huge damage explosion.

It's insanely good at clearing out large hordes of enemies, and its huge damage makes it especially effective even against beefier single targets.

Good synergies include:
  • The Hermit: Clearing a huge horde in a big burst does wonders for any missing health.
  • Death: So much damage, too much damage even. Just try not to get hit though.

Ultimate is drained in a hefty chunk on use, costing just under half your ultimate.




Flame Release will summon a ball of fire that you throw at for a medium damage explosion, setting any foes inside on fire.

Much like Void Burst, it's very good at clearing out hordes, but misses out on single target damage. Though because it does fire damage, it synergises very well with fire builds, making it even more effective that Void Burst for damage scaling.

Good synergies include:
  • The Moon: Increase damage of Flame Releases fire.
  • The Sun: Spread said fire and create mini fire explosions from slain enemies.
  • The Hierophant: Constant ticks of fire damage produces TONS of shards from enemies.

Ultimate is drained in a chunk on use, costing about a quarter of your ultimate.




Mirror will put your fists up in a diagonal cross, creating a small area around you to quickly reflect projectiles, deal damage and inflict knockback.

Despite reflecting projectiles being jobs that The Chariot and the Katana can perform, Mirror also deals damage and knockback in its radius, but using Mirror on a wall or floor will allow you to knockback off of the floor, resulting in some pretty crazy momentum.

Good synergies include:
  • The Tower: If your reaction times fast enough, reflect the 2x speed projectiles back at enemies.
  • Jump Kit: Works ridiculously well, you can Mirror a wall and then activate Jump Kit for a long jump.

Ultimate is drained in a chunk on use, costing about a fifth of your ultimate.




World Step will grant you infinite dashes during its duration, and the ability to dash into smaller enemies to instantly kill them.

Aside from the general fun of having infinite dashes, World Step is very effective at creating space or closing space between you and enemies. Of course dashing into enemies for an instakill is very good for horde clearing, just try not to get overwhelmed during said act.

Good synergies include:
  • The Chariot: Reflect projectiles and dish out static everytime you dash, which is alot.
  • The Tower: Bonus melee damage with fire when you dash, which is also alot.
  • Journeyman's Sash: Dash distance increase...on infinite dashes...need I say more?

Ultimate will drain during its duration, and it may be cancelled at any time.




Temporal Shift will slow down time to a crawl, slower than even Reflex, only moving when you start doing inputs or moving again.

Obviously inspired by Superhot, Temporal Shift is even better than Reflex at times for understanding the situation you're in. Whether a projectile is about to hit you or a mammoth is about to whoop you, Temporal Shift can help you make normally split second decisions with time to spare.

Good synergies include:
  • Death: Much the same reason as why it's good on Reflex, but with more control.
  • Journeyman's Sash: In a tough spot? You can reliably dash away from any conflict.
  • Integrated Boots: Low on health? Because you can easily change time, you can easily find a wallrun to restore your shields.

Ultimate will drain during its duration, but the amount drained is effected by if you're moving or not. It may be cancelled at any time.
Equipment
This'll surely help...
Equipments are active items found during runs recharge overtime. They can be used during a reload, making them a very crucial part of your run. They are split into two categories, Tactical and Lethal. You can only hold one of each type at a time.

NOTE: Equipment cooldowns shown here are their base, without the Equipment Speed aspect.
NOTE: Crafting/Combining equipment from previous version is removed.

Special thanks to AbsurdCleric67 for fetching and compiling cooldown times!

Tactical Equipment



Scanner
Scans the environment around the player, marking important items.
Charges: 1
Cooldown: 5
ID: 0
Notes: Marks Bunkers, Key Jar, The Door, GAG, BABE and Alpha Caches.





Concussion Shell
Throws out a grenade that stuns enemies and breaks Raptor shields.
Charges: 2
Cooldown: 5 per
ID: 5
Notes: None.






Ammo Pack
Gives your currently held gun a quarter of it's max reserve ammo.
Charges: 1
Cooldown: 35
ID: 6
Notes: None






Frost Canister
Throw a canister of cold fog, freezing any enemies caught in it.
Charges: 1
Cooldown: 25
ID: 7
Notes: None






Translocator
Throw out a grenade that you teleport to when activated again.
Charges: 1
Cooldown: 10
ID: 8
Notes: Momentum from the throw is applied to player when teleporting.





Stim
Boosts players ground speed for a short time and slightly heals.
Charges: 1
Cooldown: 25.5
ID: 12
Notes: None







Jump Kit
Launches you vertically upwards.
Charges: 1
Cooldown: 8
ID: 13
Notes: Momentum from launch isn't lost going into it.







Spike
Launches a spike that you can grapple and swing to.
Charges: 1
Cooldown: 2.5 per (resets on miss)
ID 15
Notes: Is very fun.

Lethal Equipment




Frag Grenade
Throws out a grenade that explodes after a short fuse.
Charges: 3
Cooldown: 10 per
ID: 1
Notes: None.






Shuriken
Quickly throws out a slightly homing shuriken.
Charges: 8
Cooldown: 1.35 per
ID: 2
Notes: None.








Kunai
Throws a slightly homing kunai.
Charges: 2
Cooldown: 4.5 per
ID: 3
Notes: None.







Valari
Throw out a spinning valari to home into and bounce between enemies, then returning to you.
Charges: 1
Cooldown: Resets when it comes back
ID: 4
Notes: None.







Thermite Charge
Throws out a grenade that explodes into fire, igniting nearby enemies.
Charges: 2
Cooldown: 9 per
ID: 9
Notes: None.






C4
Throw out a satchel of C4, activating again detonates.
Charges: 2
Cooldown: 9 (starts on detonation)
ID: 10
Notes: None.







Shock Rail
Throw a rail that sticks into surfaces and applies static to nearby enemies.
Charges: 1
Cooldown: 10
ID: 11
Notes: None.





Railgun
Fire an explosive shot from a shoulder mounted railgun.
Charges: 2
Cooldown: 10
Craftable: 14
Notes: Firing causes knockback, combined with explosion you can explosive jump.
Weapons
I'll take whichever kills fastest.
Weapons are quite self-explanatory, however there are alot that function differently than others. BABED weapons refer to upgraded versions of guns. They are acquired through a plethora of different ways, such as rolling for it from the Grab-A-Gun, to bunkers, to even fishing.


Weapon Tiers
Weapons have 4 different coloured tiers, representing how effective they are and how much they've been upgraded.

Normal Rarities
When you use the Grab-A-Gun, Gun Crate, or any other source for a gun, you're most likely getting a White varient, with a small chance for a Blue.


White

White (or Standard) weapons are the baseline, sporting 1x damage and being the most common rarity for guns.







Blue

Blue (or Upgraded, or +) weapons are better versions of their White counterpart, always dealing 1.5x more damage than White rarity. They also sometimes come with cosmetic upgrades to the gun, such as laser sights or other accessories.





BABED Rarities
When you use the Build-A-Bang Engine, Vulcan Hammer, or open an Alpha Cache, you'll get either of these two rarities.

Purple

Purple (or BABED) weapons are where things get unique. Unlike the previous rarities, the Purple (and Gold) weapons will have a new name, new model, 2x damage, sometimes new stats entirely, and sometimes a new ability. Depending on the weapon, they may also deal Fire, Static or Frost damage.






Gold

Gold (or BABED+) are the highest your weapons will get, sporting a 3x damage increase, and some fancy new lightning particle effects. Apart from that, they are identical to Purple weapons.


Buffs/Debuffs
Whats...happening to me?
Buffs and Debuffs are two different types of status effects that are applied to the player or to enemies. The debuffs can be applied to enemies via certain items or karma.

  • Buffs provide positive effects to the player and are often tied to Powerups (which will be talked about below).
  • Debuffs are negative effects to the player and enemies that can be deadly if not dealt with.
  • Powerups are buffs dropped either by enemies or opening bunkers, with some being able to be bought from Item Shops.

NOTE: Icons for Overcharge, Money Bag, Ammo Bag, Ammo Box and Obliterate are placeholders, as they're activated instantly and thus don't have an icon.


Buffs



Double Shards
Doubles shard gain for the duration of effect. Found as a powerup.





Overcharge
Refills health, shield, overshield and ultimate. Found as a powerup and sold in Item Shops.




Money Bag
Gives roughly between 300-900 shards on pickup. Found as a powerup.





Quad Damage
Quadruples damage output for all your attacks for duration of the effect. Found as a powerup.



Rapid Fire
Grants infinite ammo with increased firerate for duration of effect. Found as a powerup
NOTE: Reduces heat buildup for heat weapons, despite there not being in the game currently



Ammo Bag & Ammo Box
Ammo Bag: Refills roughly 25% of currently held gun's ammo and roughly 25% for other weapons. Found as a powerup.
Ammo Box: Refills all ammo of all weapons in inventory, found in the Blade Sentinel's arena. Can be sold in Item Shops.




Obliterate
Instantly kills all nearby enemies on pickup. Found as a powerup.





Speed Boost
Boosts ground speed and swim speed. Applied to player from Stim or Orange Juice equipment



Debuffs


Fire
APPLIED TO ENEMY: Damage over time that can be buffed with either Elemental Damage aspect or The Moon karma. Can deal critical hits.
APPLIED TO PLAYER: Damage over time that can be extinguished by jumping into water.


Static
APPLIED TO ENEMY: Stacking damage that accumulates on enemy, dealing damage based on how many stacks were applied. Enemies killed with static spread it to enemies nearby. Can be buffed with either Elemental Damage aspect or The Magician karma. Can deal critical hits.
APPLIED TO PLAYER: Disables your dash, double jump and wall run.




Weakness
APPLIED TO ENEMY: Cannot be applied to enemies currently.
APPLIED TO PLAYER: Take 50% more damage from all sources.



Frost
APPLIED TO ENEMY: Stack enough frost on an enemy to freeze them, immobilising them until they thaw. If health reaches 0, they can be finished out either with a melee or waiting for them to thaw.
APPLIED TO PLAYER: Unable to regenerate health, shield or overshield until you warm up. Temperature can be gained slowly overtime, catching on fire, or using Fur Cowl.
FAQ
Frequently asked questions and their answers.
Theres alot of questions that are often asked about GTTOD, and this section might help clear up problems or misconceptions. If there's any questions that should be added, please put them in the comments below!

Q. How do I play?/I keep dying!
A. GTTOD is a very fast paced game, if you're not constantly moving you might aswell be a slice of white bread. Movement is a CORE component of this game, afterall. That being said, try to loot the level as much as you can, shoot at containers, pickup keys and open Bunkers for upgrades and gear. If you find yourself dying repeatedly, you may need to refine your movement or prepare better next time with better gear. Reflex may also help you take in situations when things get overwhelming.

Q. Where are the guns and equipment?
A. Guns, Equipment and Karma are located inside Bunkers, which need keys to open. You can find keys by looting levels for all their worth, anything yellow can be interacted with or shot to loot. An exception is the Grab-A-Gun, so if you're extremely unlucky with keys, you can try gambling your shards there.

Q. What are Jade Vines, and why do I keep getting them?
A. Jade Vines are the games currency for permanent upgrades to your character, such as getting more dashes, damage, equipment cooldown, etc. You'll find them either by looting or from Leyline Offerings, and you can use them in the hub by turning around and going to the big purple shrine.

Q. Where do I use Gear Cards and where do I find them?
A. Gear Cards are found in Card Packs, which are packs found randomly throughout runs. You open them by clicking on them in your inventory. They can then be used at the shop by the vendor, K8! You'll have to unlock her first though by progressing through the Aspects.

Q. Why are some of the enemies blue/purple/green?
A. Blue enemies are buffed, meaning they have more health and deal more damage. They spawn more commonly with higher threat level, or are manually buffed by a Shade. Purple enemies are friendly, meaning they fight for you. Green enemies are elites, similiar to blue buffed enemies, but with new moves, attacks and can inflict debuffs.

Q. How do I get to the dungeons, and what are they?
A. You can get the dungeons from either the back of the hubs dungeon portal, or the guaranteed one found in every Act 1 level for 1500 shards. The Ocular Sigil must be unlocked first to open the portal. Dungeons are arena-like areas that have better loot rewards at the cost of faster threat scaling, and must be fully completed to leave.

Q. How do I deal with certain enemy types?
A. Each enemy has a slightly different way of dispatching them, some notable highlights are:
  • Raptors require a punch or certain equipment to bust through their shield to deal damage to them.
  • Drakes require a fairly similar takeout to Raptors, though they shoot more frequently so be careful.
  • Mantis' can be singled out by running away, they're fast to chase you compared to other enemies.
  • Mammoths take double damage from behind, so either slide underneath or jump over to get behind them.
  • Golems can be disabled by shooting off their arms, so high single-target weapons work best against them.
  • Shades turn nearby enemies into buffed versions and heal them, they're high priority targets that should be taken out.
  • Cyclops' make a rising pitch sound when about to fire, get into cover or shoot them during their laser attack to stun them temporarily.

Q. I feel so slow...How do I move fast?
A. GTTOD is not your average FPS. Ground speed is slow, but aerial speed is high. You want to spend as much time as possible in the air as opposed to the ground. Doing this keeps your momentum, makes you go faster, and will overall serve a more enjoyable experience. if you need to cross a stretch of land, use your slide to preserve your speed.

Q. Whats the goal?
A. To get to the orange door, which is found at the end of each level. However, there is currently no end to GTTOD, instead upon defeating The Legion Sentinel you can loop the run for however long you like.

Q. Why is it so buggy?
A. Keep in mind that currently GTTOD is an Early Access game, meaning that it's not finished. Bugs and quirks like these are ironed out with each patch, and if you think you found one you can report it to the GTTOD Discord Server (refer to Contacts).

Q. When is release?
A. The next update will be the final update for the game, not including post-launch updates. It's pretty much a meme at this point that the 'game will be finished soon' or 'next update', but it will actually be the end of the road this time.

Q. I'm not really feeling this version of the game, can I revert to older builds?
A. Yes! Right click GTTOD in your library, go to properties, betas, and change the version to whichever one you like!
Closing Notes
If you made it this far, thank you!
This entire effort took atleast 2-3 months to complete (when first posted), and roughly 8-12 months after the first Dark Down Under update came out, mostly due to both procrastination and the gathering of images and gifs.

UPDATE: Current update is Past and Present, and it took about half a week to update everything? Either way, I think I did an okay job.

Please do leave feedback in the comments on ways I could expand or improve the guide, aswell as mistakes or typos, I will be reading all of your comments!

Also do remember that anything in this guide shouldn't be taken as the 'definitive' way to play the game. Having FUN comes first, because whats the point of playing a game if not for fun?

Here's another guide I made for a different game!
https://steamproxy.com/sharedfiles/filedetails/?id=3264987224

Be sure to like and favourite the guide, the more ratings, the more newer players will see it!
Remember to support my Ko-Fi!
Like my stuff?
Support me on Ko-Fi!
https://ko-fi.com/thesunismyson

OTHER GUIDES YOU SHOULD CHECK OUT
Console Commands and IDs by NONN
Tips And Tricks for TDDU (slightly outdated) by machinedgod

OTHER SIMILAR GAMES YOU SHOULD CHECK OUT
https://steamproxy.com/steamstore/app/1164940/Trepang2/
https://steamproxy.com/steamstore/app/1285670/Post_Void/
https://steamproxy.com/steamstore/app/1921470/TAGLINE/

OLD VERSION OF GUIDE
If you'd like to read the old version of this guide, you can here![web.archive.org]
In the meantime, have a great day.
49 Comments
the sun is my son  [author] 30 Oct, 2024 @ 7:24pm 
@JUGGERNAUT
Common steam guide bug, randomly deletes images, i'll fix in a few hours
the sun is my son  [author] 23 Jul, 2024 @ 2:13pm 
@ferret 50cal
Enemies are limited per stage by beacons, and the door event will infinitely spawn enemies until the event is cleared

You can increase enemy counts, their spawning difficulty, what enemies can spawn, and their rate of spawns with the following runes at the Wall of Attunement in the hub:

Rune of the Blind Dagger | Random beacons, meaning random enemy spawns
Rune of the Second Wind | All enemies will spawn in as buffed
Rune of the Unwavering Resolve | All enemies will spawn in as elites
Rune of the Endless Hordes | Double the max amount of enemies
Rune of the Swarming Tide | Enemies spawn in much faster
ferrett 50cal 23 Jul, 2024 @ 2:07pm 
may i ask if the enemies are limited per stage and if not how to get more to spawn?
the sun is my son  [author] 28 Jun, 2024 @ 1:14pm 
PAST AND PRESENT UPDATE YIPPEEE!!!

Changelog for the guide:

Added: Items
Added: Apparel
Added: Ultimates
Added: New movement tech to Movement
Added: Purity tree to Aspects
Added: All the new bunker types to Bunkers
Added: New interactables in Interactables
Added: New questions to FAQ
Reworked: Alot of wording
Reworked: Alot of underlined/italic text removed for readability
Reworked: Formatting for Karma, Apparel, Ultimate, etc.
Reworked: Karma section split into Blessings and Curses
Reworked: Buffs/Debuffs now having Frost
Reworked: Gear Cards wording
Reworked: The Basics is now more cohesive to read
Updated: Equipment
Updated: New runes added to Wall of Attunements in Aspects
Updated: Alot more I'm not remembering.

Will update the guide more in the coming days :p
Doom 2 On The Gameboy Advance 19 May, 2024 @ 7:06pm 
hi, are cards infinite? im new to this game.
DESERTED 29 Jan, 2024 @ 6:25pm 
Damn good guide, as a new player I got exactly the parts I was missing. Thank you for your work
the sun is my son  [author] 25 Nov, 2023 @ 7:59am 
GRAAAAHHHH ok is updated :os_niko:
nunoney 25 Nov, 2023 @ 3:36am 
erm akshually the game is 20 dollars not 15 🤓
the sun is my son  [author] 24 Nov, 2023 @ 10:16pm 
1 YEAR ANNIVERSARY!!! Update:

Added: Movement
Added: Gear Cards
Added: Bunkers
Added: Upgrades
Added: Aspects
Added: Karma
Added: Buffs/Debuffs
Added: FAQ
Reworked: Basically everything (ok actual highlights below)
Reworked: Guide is now colourcoded, check The Basics for more info
Reworked: Starter Cards into Gear Cards
Reworked: Interactables now formats with bulletpoints
Reworked: ALOT of wording
Reworked: Movement now reflective of new movement
Updated: Equipment now has new stuff
Updated: Interactables now has new stuff
Updated: The Basics now has new stuff
Updated: Contact and Closing Notes now include my Ko-Fi (pls support c:)
Updated: FAQ has new questions and answers
Fixed: A lot of typos
Fixed: Out of date info
Fixed: Images not loading
Removed: Structures
Removed: Perks
Removed: Powerups
Removed: Starter Cards
Removed: Herobrine

PLANNED:
Levels to be written
Weapons to be written
Possible section on Enemies
More FAQ questions
Continued support for the guide <3
the sun is my son  [author] 24 Nov, 2023 @ 10:04pm 
we gang gang