Rules that decide the fight
These rules come from the experience page plus narrated runs. Exact damage, health totals, and reload times are not published. Percentages below are what one player reported in one fight.
- Health falls from bites, dog gunfire, and hazards such as the bank lasers. It does not regenerate.
- Syringes and medkits restore health. The starter chest includes a syringe. Bodies drop more. One medkit was called enough to carry.
- Armor reduces damage until it breaks. With broken armor, two shots from the rooftop dog cost about 40% health.
- Guns run dry mid-fight. Loose bullets are loot. Buying ammo at the shop is not shown.
- A downed teammate can be revived while someone is still up. A full death drops every item on you and in your backpack.
- You can run. They run faster. Exits and breaking contact work. A straight footrace does not.
Weapon pages are under Gear. Dog pages are under Good Boys.
How dogs start the fight
Dogs around loot attack on their own. They walk up while you search. After one red-hatted dog went down, another rushed in to bite. A dog that looks down can still charge: one "rushed like a ghost" and took about three exchanges to finish. Keep shooting or swinging until it stops, and do not stand on a body you have not confirmed.
Some dogs skip the bite and shoot. A supermarket dog pulled a gun. Hoodie guards at the bank are armed. Two Shiba snipers aim down the deep bank hallway.
What to do with each threat
Names in this table are how players described the models. They are not official enemy titles.
| What you see | What happened | Decision |
|---|---|---|
| Basic dog, including a red hat | About four bat hits dropped one. A nearby dog joined. | Finish the trade, then check behind you. |
| Stockier bulldog | Body shots left one looking dead. | Aim for the head. |
| Armed hoodie or gun dog | Five hoodies were pretty easy for two geared players. | Fight with a gun, heal if you start taking shots. |
| Large shield and baton | The shield slowed movement. Melee with an empty gun nearly killed a player who had 10 bullets left. | Shoot from range. Do not brawl. |
| Sniper Shibas past lasers | A pistol could not answer at that distance. Lasers cost about half a health bar. | Back off or return with a better gun and more health. |
| Giant Shiba | Spawns behind you while you loot. The side-to-side lean did not dodge bullets. It may vanish or jump to a roof. | Step back and keep firing. Heal if the opening hit lands. |
| Gym ring fighter | Called Boxing King in that run. It was that player's first death. | Skip the ring unless you accept a full wipe. |
| Rooftop dog dressed like a player | Won a duel only because the player's fire rate was faster. | Repair armor and bring the faster gun. |
The giant Shiba and the shield carrier showed up in the same supermarket visit and were not linked. Do not copy loot or speed from one to the other. One kill of the ambusher dropped level 2 armor. That is one corpse, not a drop table.
A pre-fight check
- Ammo. Ten bullets was not enough for two shield Shibas upstairs in the lair.
- A syringe or medkit in the bag.
- Armor that is not already broken.
- An exit you can reach without a footrace.
- Whether a friend is up to revive you.
- Whether the bag is already worth more than the next room.
If big enemies arrive while you are holding good loot, the demonstrated call is to extract. Winning that fight is optional. Keeping the bag is not.
