Gear
10 entries in this hub.
| Name | How to get it | Documented role | Notes |
|---|---|---|---|
| Pistol | Zone zero kit, beginner chest, and searchable chests | Fast finisher up close and indoors | Free starter gun. Strong up close, weak against the bank snipers. |
| Tommy gun | Buy from the lobby shop | Recommended purchase before another run | A lobby-shop gun recommended before another looting run. |
| AR | Buy from the lobby shop | Shop upgrade bought with armor | The other lobby-shop gun, recommended alongside armor. |
| Baseball bat | Starter kit and beginner chest | Out-of-ammo fallback on basic dogs | Starter melee. About four hits dropped one basic dog. A bad idea against shields. |
| Pipe | Lobby shop | Melee upgrade with no published stat | A shop melee bought to raise attack power. No number was stated. |
| Bullets | Starter kit, boxes, bodies, 7-Eleven back door | Keeps the pistol firing | Looted ammunition. The shop list that was shown did not include buying ammo. |
| Syringe | Beginner chest, treasure boxes, and bodies | Restores health | The starter heal. There is no passive regeneration if you leave it behind. |
| Medkit | Bodies and the lobby shop | Healing. One is enough to carry. | A stronger carry heal. One was called enough. |
| Armor | Bodies, one giant-Shiba kill, and the shop | Absorbs damage until it breaks | Damage protection that breaks. Level 2 dropped once. Level 3 was a player's checklist phrase. |
| Backpack | Lobby shop. Level 3 store upgrade also grants one. | More slots per extract | Slot capacity. One shop backpack opened four more slots. |
