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    FAQ/Walkthrough by Kistrael

    Version: .9 | Updated: 03/18/07 | Search Guide | Bookmark Guide

    Gunz the Duel: ijji Edition Guide
    By: Kyle Kercher (Kistrael)
    Version: 0.9 (Updated 3/18/2007 11:25PM)
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                     T H E  D U E L - i j j i  E D I T I O N
    | Revision History|
    Version 0.5  -  11/06/05  -  First version of the FAQ.
    Version 0.6  -  11/16/05  -  Added 'reload' and turn off/on messages to
                                 controls. Added Q&A about Port map, and Debug
                                 mode. Changed 'adventure' mode to 'quest' mode.
                                 Added cartwheel to The Basics. Added a Glitch
                                 section. Split up Gameplay Tips into sections:
                                 Deathmatch Tips, Team Deathmatch Tips,
                                 Map-specific Tips, Weapon-specific Tips and
                                 Tactics. Added more gameplay tips. Minor
    Version 0.7  -  12/06/05  -  Reorganized the FAQ to streamline it better. Added
                                 Equipment section. Added Guns to the Equipment
                                 Section. Added skeleton for Melee and Tossables to
                                 Equipment Section. Added Gunz Update Section.
    Version 0.7a -  12/07/05  -  Fixed there being two section 11s. While I was at
                                 it, I renumbered the sections so it was more like
                                 a formal outline.
    Version 0.8  -  ??/??/06  -  Split the Map-Specific Tips section into
                                 individual maps. Added more to Map-Specific Tips.
                                 Added more to Weapon-Specific Tips. Finished the
                                 Guns and Melee Section rough version.
    Version 0.9  -  3/18/2007 -  Total FAQ overhaul. Changed FAQ (Section: IF.),
                                 added ATT/DEF, RS, swapshot, etc.
    I. Introduction
        IA. What is Gunz the Duel?
        IB. Why the FAQ?
        IC. Does GunZ the Duel have an official website?
        ID. Where can I download Gunz the Duel?
        IE. What are the system requirements for Gunz the Duel?
        IF. Frequently Asked Questions
        IG. Unlockables
    II. Getting Started
        IIA. Creating Your Character
        IIB. The Lobby
        IIC. Intrusion
        IID. Match types
        IIE. Game Intrusion
        IIF. Experience and bounty
    III. The Basics
        IIIA. Keyboard Layout
        IIIB. Basic Movement
            IIIB1. Tumble
            IIIB2. Dash
            IIIB3. Air Tumble
            IIIB4. Air Dash
            IIIB5. Guard
            IIIB6. Massive Strike
            IIIB7. Stun
            IIIB8. Safe Fall
            IIIB9. Wall Jump
            IIIB10. Wall Run (Vertical)
            IIIB11. Wall Run (Horizontal)
            IIIB12. Wall Hang
            IIIB13. Wall Flip
    IV. Chat Commands
        IVA. Slash Commands
        IVB. Clan Commands
        IVC. Color Commands
        IVD. Miscellaneous
    V. Playing the Game
        VA. General Gameplay Etiquette
            VA1. Game Rules
                VA1a. Rejoin Games
                VA1b. Bowing
                VA1c. Killswapping
                VA1d. Lineswapping
                VA1e. Naked Games
                VA1f. Regional Games
                VA1g. Attack and Defense
        VB. General Gameplay Tips
            VB1. Deathmatch Tips
            VB2. Team Deathmatch Tips
            VB3. Map-specific Tips
                VB3a. Arena
                VB3b. Castle
                VB3c. Dungeon
                VB3d. Factory
                VB3e. Garden
                VB3f. Island
                VB3g. Mansion
                VB3h. Port
                VB3i. Prison
                VB3j. Prison II
                VB3k. Ruin
                VB3l. Shrine
                VB3m. Stairway
                VB3n. Station
                VB3o. Town
            VB4. Weapon-specific Tip
                VB4a. Guns
                VB4b. Gun Combinations
                VB4b. Melee
                VB4c. Bullets VS Rockets
                VB4d. The Art of Grenading
            VB5. Tactics
                VB5a. Spray N' Pray
                VB5b. Stun N' Gun
                VB5c. Lunge N' Gun
                VB5d. Camping and Sniping
    VI. Korean Style (K-Style)
            VIA. Movement
                VIA1. Jump-Dashing
                VIA2. Pogo
                VIA3. canceling
                VIA4. Multiple Wall Jumping
                VIA5. Multiple Wall Running
                VIA6. Propel
            VIB. Attacks
                VIB1. Void Step (VS)
                VIB2. Light Step (LS)
                VIB3. Slashshot (SS)
                VIB4. Butterfly (BF, Bfly)
                VIB5. Jump Shoot Dash (JSD)
                VIB6. Halfstep (HS)
                VIB7. Half-Half Step (HHS)
                VIB8. Flash Step (FS)
                VIB9. Swapshot
                VIB10. Reloadshot (RS)
            VIC. Instant Kills
            VID. Miscellaneous
                VID1. Quickmedding
                VID2. Superdash
                VID3. Slide Dance
                VID4. Hangjump
    VII. Equipment
            VIIA. Guns
                VIIA1. Pistols
                VIIA2. Revolvers
                VIIA3. Shotguns
                VIIA4. SMGs
                VIIA5. Rifles
                VIIA6. Rocketlaunchers
                VIIA7. Machineguns
            VIIB. Melee
                VIIB1. Daggers
                VIIB2. Kodachi
                VIIB3. Swords
            VIIC. Tossables
                VIIC1. Frag Grenade
                VIIC2. Flash Grenade
                VIIC3. Smoke Grenade
                VIIC4. Medical Kit
            VIIC5. Repair Kit
    VIII. Glitches
    IX. Quest Mode
    X. General Philosophy
        XA. On Style
    XI. Contact Information
    XII. Disclaimer
    XIII. Credits
    XIV. The Ish List
    1. Introduction
      IA. What is Gunz the Duel?
    Gunz the Duel (or simply 'Gunz') is a free online game made by the Korean
    company, MAIET Entertainment. Gunz is third-person online battle royale where
    you can use an array of firearms, swords, daggers to maim your opponents, and
    also utilize an assortment of physics-defying acrobatics. Think of it like a
    Matrix free-for-all, including air-dashing, wall-running, and tumbling.
      IB. Why the FAQ?
    I got fed up with there being no official guide, and other FAQs seemed to be
    lacking. I don't claim to be an expert with Gunz and I don't consider myself
    truly pro. I do however like the game and have a large body of knowledge at
    my disposal, so I would like to help other people who have come across it.
    My ultimate goal with this FAQ is to bring all the information pertaining to
    Gunz into one place so it's easily accessible and searchable. This guide is
    easy to search. If you want to find a specific title, copy the text from the
    index and use the find function.
    This guide will be updated as it needs to be, hopefully, and as new information
    is released.
      IC. Does Gunz the Duel have an official website?
    Gunz's official website is http://www.gunzonline.com. It list the versions of
    Gunz the Duel. The version we'll be discussing is Ijji's version, found at
    http://gunz.ijji.com. While all the version are essentially the same in game
    mechanics, any questions dealing with any version but Ijji's will promptly be
      ID. Where can I download Gunz the Duel?
    Gunz can be downloaded at http://gunz.ijji.com, by clicking the "GUNZ CLIENT
    DOWNLOAD" (http://game.ijji.com/download.nhn?m=arcade&gameId=u_gunz) icon. It's
    big, you can't miss it. Before you download the game, you'll have to make an
    account for ijji, which will become your game account.
      IE: What are the system requirements for Gunz the Duel?
    Minimal requirements:
    OS: Windows 98/XP/2000
    Direct X: 9.0 or higher.
    CPU: Pentium III (500 Mhz)
    Memory: 256mb
    Graphics Card: Direct3D 9.0 Compatible (Riva TNT)
    Sound Card: Direct3DSound Compatible
    Mouse: Windows Compatible (Wheel Mouse recommended)
      IF. Frequently Asked Questions
     Q. Wasn't this guide about International Gunz?
     A. Yes, the previous version of this guide was about iGunz. Since the collapse
     of iGunz however, everyone migrated to Ijji's version. I have since changed my
     guide to reflect this. There is no use in having a guide to International
     Gunz, which is essentially abandonware. After being in beta since '05, it's
     quite obvious that MAIET has no intention of making International a
     full-fledged final release. As of this being written, the only people who are
     playing International are people who have been IP blocked from Ijji's
     version. Regardless of whether this guide is for International or Ijji, all
     the same rules apply, however.
     Q. There are parts missing to this guide that were in the previous version,
     what happened to them?
     A. I've removed certain parts, like the story section. While I originally
     included it for the sake of completion of the backstory, MAIET has admitted
     that the story provided has nothing to do with the game itself and will most
     likely never be expanded upon.
     Q. Why do you take so damned long to update your FAQ?
     A. Because I'd rather be playing Gunz than writing about Gunz. As much as I
     love Gunz, writing a large, all-encompassing, elaborate FAQ is not quite an
     easy thing to do, especially in a game that tends to be as fast-paced and
     organic as Gunz.
     Q. At what level do I stop getting new items?
     A. You stop getting clothing at lvl 30, and new weapons at lvl 50.
     Q. How come I'm losing experience when I die?
     A. When you suicide from either falling into a pit, or typing /suicide,
     you'll lose a certain chunk of points from your experience. If you happen to
     be killed by someone who is significantly lower in levels, you will also lose
     experience when you die. If someone knocks you into a pit however, you usually
     won't lose exp, but it's not unheard of to occasionally lose experience. If
     you play in training mode, no exp will be lost or gained, so you can die all
     you want.
     A. Do not ever ask me a question like that.
     Q. I saw this person doing a thing with their sword or gun, etc?
     A. Check the techniques section.
     Q. You forgot to add so-and-so glitch.
     A. There are and have been quite a few glitches in the Gunz community that I
     personally feel shouldn't become "public" knowledge, or at least readily
     Q. What keyboard/mouse combination do you recommend for Gunz?
     A. Most people use whatever keyboard/mice that initially came with their
     computer. I own a Logitech G15 keyboard and a Razer Copperhead mouse.
     Q. My ping from others is always 999/ I can talk with others, but I cannot see
     their movements/ I keep getting agent errors!
     A. The original source of this Q/A was the now-defunct International Gunz
     Source: http://www.gunzonline.com/forum/forum_posts.asp?TID=8&PN=1
    If you cannot communicate with another player, his ping will display as 999
    (use TAB to see the status). If you see this problem but you are able to
    interact with other players, then your network is fine. But if you cannot see
    other players' movements, it means that there is a problem with interacting
    with other players. Many people call this situation "Ping 999 problem".
    Original GunZ supports players under NAT/Firewall/IP Sharing Router network,
    but unfortunately it is not the case for International Edition, because doing
    so requires high-end hosting servers. Currently we plan to implement the
    support by official release date. Until then the users of NAT or Firewall may
    have problem with playing GunZ properly. If you're behind Firewall, please
    contact with your network administrator or ISP to resolve this problem.
    If you're using IP sharing router, however, there is a way to resolve the
    situation. GunZ supports "Port Forwarding", and you can set the feature with
    your IP sharing router. Most IP sharing router support "Port Forwarding" (To
    learn how to set up Port Forwarding, please refer your router manual). After
    making changes, press "option" in game and check network configuration. Enter
    port number from the router into the port number option box. (This tip may
    come in handy in improving network performance even after the support for
    NAT/Firewall/IP Sharing Router becomes available.)
    Source: http://gunzonline.com/forum/forum_posts.asp?TID=20036&PN=1
    * Check to see if you have a firewall enabled, this maybe the default windows
    XP firewall or an external item like a router, if so check to see if this
    program or hardware allows the same port as gunz wants to use to pass through.
    * If you do not use a router or firewall and the problem is appearing from
    using the modem directly, some company stocked modems feature built in
    firewalls (like most Microsoft cable modems do), these can only be edited by
    the ISP, a program they gave you or on there special website with management
    tools (not many have this problem though)
    * Try changing the port that gunz uses by going into the gunz menu and editing
     the number, some people have had good luck with this method for unknown
    reasons, maybe your pc hates port 7700.
    * If you use a router or a firewall that supports the same sort of features,
    make sure ports 7700 are open as well as any other port you change to in the
    gunz menu, this has helped alot of people.
    * If your internet speed is slow, your max players per game is limited by quite
     a bit, some 512/128 internet users may find there fine with 8 players but lag
     to 999 for everyone if in a 16 player game.
    * Some times, all you need to do is relogin into the game ** If this is your
    first time getting 999 Pings.
    * For more information on Networking, check this post :
    http://gunzonline.com/forum/forum_posts.asp?TID=20025&PN =1
            IG: Unlockables
     Veteran Channel
      *Ruins map
      *Assassin game mode
     Expert Channel
     * Port map
     * Dungeon map
     * Castle map
     * Berserker game mode
     Elite Channel
     * Lost Shrine map
     * Stairway
    II. Getting Started
    The first step in being able to play Gunz is actually being able to download
    it, isn't it? Again, we're assuming we're talking about the Ijji version of
    Gunz, so do not ask me about other versions.
    The first thing you need to know is that Ijji's website uses extensive Java
    and flash on their website, so your only choice is to use Internet Explorer, or
    Firefox's IE Tab to view the website. AGAIN, INTERNET EXPLORER OR IE TAB ONLY.
      IIA. Creating Your Account
    1: Go to http://ijji.com using Internet Explorer or Firefox's IE Tab add-on.
    2: Click "Sign Up now!" in orange letters, on the right side of the screen.
    3: Fill out the information in the fields to get your account made.
    4: Once you've had your account activated, go to http://gunz.ijji.com
    5: Click "PLAY LIVE" in the round orange button on the page.
    6: Sign in to your account, this will begin installing Gunz on your computer.
    From this point on, when you want to play Gunz, you must sign in on Ijji's Gunz
    site and click the "PLAY LIVE" button. This activates the Gunz Launcher and
    lists announcements. Press START when you want to begin running Gunz.
      IIB. Creating Your Character
    The game will begin loading and when finished, will prompt you to select which
    server you'll be playing on.
     * 2 CLANWAR servers
     * 2 MATCH servers
     * 5 QUEST servers
    The first thing to do is to make your character, so click CREATE. Give your
    character a name. You can even use alt codes and put spaces in your name using
    alt+0160, or other alt characters if you want, though they tend to be
    annoying and inconvenient.
     +-------+ If you use alt+0160 at the END of your name, (space)^9 will appear
     |WARNING| at the end of your name, and the text you type inside the lobby will
     +-------+ automatically be written in yellow. This may sound cool at first,
     but it ruins the way your name looks and the yellow font is annoying.
    If the name you pick has invalid alt characters you get the error: nomsg-1.
    After picking a name you can customize your character's gender and looks. Once
    you've chosen your looks, you can also choose your class. There are six
    classes available:
     * Axium Gun Knight
     * Axium Gun Priest
     * Axium Assassin
     * Travia Gun Fighter
     * Travia Doctor
     * Travia Scout
    Which class you choose ultimately affects nothing; the only difference is their
    default equipment. The Travia Doctor is generally held as the best class,
    because you can sell the extra items for new weapons and armor right off the
    bat and have extra cash to work with.
    The next time you log in, you can select your character from this screen,
    create a new one, or delete it. You can create as many as 4 characters per
    account. If you want to create more, you can always open a new account.
    Your character's life is determined by how much HP (Hit Points) they have. Once
     you run out of HP, you are dead. Depending on the gamemode is how you'll
    respawn. All characters have a default 100 HP. AP (Armor Points) is additional
    soak life gained from your armor and additional equipment. WT (Weight) is how
    much your character can carry.
    Your character has specific slots for specific equipment. All of your
    equipment's combined weight must be 100 or less, or you will be unable to
     * Head: Hats
     * Body: Shirts, jackets
     * Legs: Pants
     * Hands: Gloves
     * Feet: Shoes, boots
     * Melee: Sword, dagger, kodachi
     * Gun 1: Pistols, revolvers, smgs, etc.
     * Gun 2: Pistols, revolvers, smgs, etc.
     * Item 1: Kits, grenades, enchantments
     * Item 2: Kits, grenades, enchantments
     * Finger 1: Rings
     * Finger 2: Rings
            IIC. The Lobby
    The Lobby is a general hub area from which you can chat, select your game, or
    change your equipment or options. Chat and games are divided into channels. You
    can select new channels on the top bar of the screen. All in all, it's quite
    similar to Battlenet. Under General channels, there are:
     * Three Free channels           (lvl. 1+)
     * Two Entry Level channels      (lvl. 1~5)
     * Two Beginner channels         (lvl. 6~10)
     * Two Veteran channels          (lvl. 11~20)
     * Two Expert channels           (lvl. 21-34)
     * Two Elite channels            (lvl. 35+)
    When you first join, you will be placed in one of the Entry Level channels, and
    as you level up, you'll be placed in the others accordingly. You cannot go into
    a different level channel (ex. a lvl 9 cannot join the Entry Level channel).
    HOWEVER, if a person continually stays in that specific channel, they can
    continue to level past that channel's level limit. People with Elite channel
    levels can join Expert channel games, however, but not visa versa.
    There are two other main channels; Private and Clan. Private is a personal
    channel you can create, and Clan channels are for, of course, clans. If your
    character reaches expert level, you will no longer be able to join Entry-Level
    channels with new characters, and will have to join Free Channels. Free
    channels are for any level to play. If you are new and low leveled, I
    suggest not playing in Free channels, as anyone would be able to come in and
    slaughter you unless you specifically limit the game to a certain level.
    Games are channel specific as well. For example, if you are lvl. 3 and made a
    game in the Entry Level channel, someone from Beginner wouldn't be able to find
    it on his/her channel.
    On the lower right-hand side of the screen, there is a box that lists who is
    currently in your channel, in your friends group, or in your clan. A green 'L'
    indicates that they are in the Lobby. A blue 'G' means that they have joined a
    game, but haven't started playing. A red 'P' means they are currently in-game
    and are playing.
    In the lower left-hand side of the screen, it lists stats about your character:
     * Name: Character's name.
     * Clan: The clan you are in, if any.
     * Level: Your character's current level.
     * Experience: How much experience your character has.
     * Bounty: How much cash your character has.
     * HP: The maximum amount of HP you have.
     * AP: The maximum amount of AP you have
     * WT: Expressed at #/100.
    Most of the screen is dominated by the game selector. Under that are three
    buttons: Join, Create and Play Now! Clicking 'Join' will send you to the game
    you've chosen, clicking 'Join Now!' will instantly find you a game to play, and
    'Create' will let you create your own game. There are a few kinds of Gunz
            IID. Match types
    Match refers to what game mode you'll be playing in. Matches have different
    general rules and formats. From the Wikipedia page.
     * Deathmatch - The standard game type found in many shooters. All players
    fend for themselves. The first person to reach a specified number of kills
    wins. The game ends when a player reaches the number of kills equal to the
    number of rounds. The symbol of Deathmatch is a skull.
     * Deathmatch + Berserker - The first person who gets a kill at the start of
    the game is selected as the Berserker. The Berserker can be easily identified
    by him or her glowing blue. This player's guns will be more powerful during
    this mode, but their health will slowly drain during the match. The Berserker
    must defeat other players to regain health. Any player that defeats the
    Berserker will in turn become Berserker and regain full health. The previous
    Berserker will become a normal player upon respawning. The symbol of Berserker
    is a skull with flames in the eye sockets.
     * Team Deathmatch - Players are divided into two teams in which they work
    together to defeat the opposing team. Each round, both teams fight each other
    - if a player dies, they can not respawn until the round is over, where their
    team or the opposing team is defeated. There is no specified kill limit. The
    symbol of Team Deathmatch is two skulls.
     * Team Deathmatch + Extreme - Players are divided into two teams in which they
    work together to defeat the opposing team. Victory is obtained by the team who
    reaches the objective number of kills (which can be set at the beginning of the
     game) first. Unlike Team Deathmatch, players do not have to wait until the
    round is over to respawn. The symbol of Team Deathmatch Extreme is a single
    skull, followed by a pile of skulls behind it.
     * Assassination - Similar to Team Deathmatch, however, one person on each team
    is randomly selected as a target. A team must defeat the targeted player on the
    other team to win. The symbol of Assassination is a purple circle with two
    orange borders, resemblant of an aiming reticle.
     * Gladiator - Same as Deathmatch, except players are only allowed to use melee
    weapons. The symbol of Gladiator is a vertical and diagonal sword clashing
     * Team Gladiator - Team Deathmatch with Gladiator rules. The symbol of Team
    Gladiator is a vertical and two diagonal swords clashing together.
     * Training - Similar to Deathmatch, but no experience or bounty is gained from
    kills, and experience is not lost through suicides or from level difference.
    The symbol of Training is an arm.
     * Duel Mode - Players are involved in a tournament setting, where players
    actively fight 1 vs 1 (one-on-one) battles, and move up the ranks until the
    objective amount of kills is obtained. The symbol for Duel Mode is a pistol
    pointed to the right. Observers cannot talk to the current duelists.
     * Quest - A gameplay mode available only on Quest Mode servers. It is not
    fully available in any GunZ version yet. It pits players in a team of up to
    four against NPC monsters which get harder as players level up. Currently there
    are around 23 monster types; the only ones currently being tested, however, are
    five types of Goblin. The progression of standard scenarios is very
    straight-forward; destroy every NPC in a room to advance to the next room.
    After all rooms have been cleared, items gained throughout the mission are
    distributed to each participant remaining. In addition to standard scenarios,
    there are more difficult special scenarios, gained through the sacrifice of
    quest items in different combinations in the waiting room. Special scenarios
    involve fighting bosses and much harder enemies. NPC attacks in any scenario
    can be physical or magical depending on the monster, with magic abilities
    having various effects, from healing NPCs, to slowing down players. Currently,
    from stage 4 and onward (regardless of quest level), the team can acquire
    pieces of meat (raw meat, seasoned meat, and steak) in Quest Mode. Items that
    may drop later range from quest items, to Monster Bible information, to event
    items, to equipment.
     * Clan War - A gameplay type available only to specific Clan War servers. This
    pits clans against equally numbered and similarly leveled clans for ranking.
    There are seven rounds of three minute games in a Clan War. When playing a
    Clan War game, players do not lose experience from being beaten by those that
    are much lower level than them; they also get 1.5 times the experience as
    normal. When starting a Clan War, the map is selected at random.
            IIE. Game Intrusion
    The intrusion screen is where you join the game you selected, or to set the
    options of a game you are creating. Creating your own game is rather simple.
    Click create while on the lobby screen. Select your game's name and password,
    if you'd like to have a passworded game.
     * Match: What kind of game it will be; deathmatch, team deathmatch,
     * Map: Where you want your game to be held.
     * Players: How many people you want in your game.
     * Rounds: The max kills a single person can get until the game you made
    resets. If playing a TDM, this will be how many matches you will play.
     * Time Limit: How long your game will run for.
     * Intrusion: Toggles the option of people being able to intrude in your game
    once you've started it.
     * Friendly Damage: Like the name implies, toggles whether people on your team
    can damage you or not.
     * Level Restrictions: This tweeks the level gap between people who can join
    your game. You might want this in the Expert and Elite channels.
            IIF. Experience and Bounty
    1     |0---------
    2     |200       |
    3     |800        > Entry
    4     |1800      |
    5     |3200------
    6     |5000------
    7     |7200      |
    8     |9800       > Beginner
    9     |12800     |
    10    |16200-----
    11    |20000-----
    12    |24200     |
    13    |28800     |
    14    |33800     |
    15    |39200      > Veteran
    16    |45000     |
    17    |51200     |
    18    |57800     |
    19    |64800     |
    20    |72200-----
    21    |80000-----
    22    |88200     |
    23    |96800     |
    24    |105800    |
    25    |115200    |
    26    |125000    |
    27    |135200     > Expert
    28    |145800    |
    29    |156800    |
    30    |168200    |
    31    |180000    |
    32    |192200    |
    33    |204800    |
    34    |217800----
    35    |231200----
    36    |245000    |
    37    |259200    |
    38    |273800    |
    39    |288800    |
    40    |304200    |
    41    |320000    |
    42    |336200     > Elite
    43    |352800    |
    44    |369800    |
    45    |387200    |
    46    |405000    |
    47    |423200    |
    48    |441800    |
    49    |460800    |
    50    |580200    |
    Once you've reached level 50, you've gone about as far as anyone needs to go,
    at least for the time being. You no longer receive new items past level 50.
    Bounty is measured as 1.2X your opponent's level per kill, with a maximum of
    twice your level. Specific maps also alter how much experience you get.
    III. The Basics
            IIIA: Keyboard Layout
    The basic default set-up of Gunz uses the WASD keyboard layout found in many
     Default keys
     * Forward:             W
     * Backward:            S
     * Strafe Left:         A
     * Strafe Right:        D
     * Jump:                Spacebar
     * Shoot/slash:         Left-mouse click, left ctrl
     * Second Slash:        Right-mouse click
     * Guard:               Shift, L+R mouse click
     * Reload:              R
     * Melee:               1
     * Primary Gun:         2
     * Secondary Gun:       3
     * Item #1:             4
     * Item #2:             5
     * /Bow                 6
     * /Wave                7
     * /Laugh               8
     * /Cry                 9
     * /Dance               0
     * Taunt:               `
     * Prev. Weapon:        Q, Wheel Up
     * Next Weapon:         E, Wheel Down
     * Chat:                Return
     * Team Chat:           '
     * Main Menu:           ESC
     * Game Status:         Tab
     * Toggle msgs:         V
     * F1-F8:               Macros
     * Screenshot:          F11
     * Record game:         F12
    Your character's aim and orientation is also controlled by the mouse. For mouse
    control, mouse sensitivity is entirely up to you, however, you will want to
    have it at least a moderate level. Many players, after playing Gunz for a
    period of time, will tweak their sensitivity even higher. It's not uncommon for
    vets and pros to have their mouse sensitivity tweeked to the max.
    As for keyboard, most people use default controls. HOWEVER, if this if this is
    uncomfortable to you and you can't adapt to them, feel free to change the
    set-up to whatever feels most comfortable to you. A common alternative is to
    switch Melee, Primary Gun, and Secondary Gun from 123 to QEF. This helps if you
    have smaller hands and can't reach 123 without much difficulty. QEF is a
    popular alternative to 123, as is 1QE. Ultimately, it's all about how
    comfortable you feel when you play, so customability is up to you.
    I personally suggest against using the scrollwheel as your main means of
    switching. Later in the game, when your survival depends on how quickly you can
    swap between weapons, scrollwheeling may hamper your performance. Using it for
    certain moves is fine, but using it for all your switching will leave you
    searching for a weapon as you are pelted with bullets.
            IIIB. Basic Movement
    This part assumes that you've taken time to look at the WASD layout mentioned
    above. I'm not going to waste time or space with a part on how to walk left,
    right, backwards, forwards, diagonally or jumping, etc.
    This section is about, of course, basic movement, the moves you will learn
    before all others. Some of these will be later replaced by more efficient
    moves, but until then, this is what you should know to get you started.
                    IIIB1. Tumble
    To tumble, double-tap the direction you would like to go. You must be equipped
    with a gun, grenade, or medpack to tumble. Tumbling is the most basic of
    movements, asides from walking. You will find dashing (IIB2. Dash) with a
    melee will be much more useful.
                    IIIB2. Dash
    To dash, double-tap the direction you would like to go while equipped with a
    melee weapon (sword, kodachi, or knife). Dashing is a better way of moving than
    tumbling; you move faster and the movements are shorter. You are highly
    maneuverable while dashing, and you can switch directions quickly. The dash is
    the basis of the Korean-Style (K-Style) movements, which we'll discuss later in
    this guide.
                    IIIB3. Air Tumble
    To air tumble, jump and then double tap the direction you would like to go. It
    goes without saying, there are two ways to air tumble: while moving or from a
    stationary position. You must be equipped with a gun or grenade to tumble.
                    IIIB4. Air Dash
    To air dash, you must have a melee weapon equipped. Jump and then double-tap
    the direction you would like to go. This will cause you to burst in the
    direction you press. If you are high enough in the air, you can dash multiple
    times, if not many times.
                    IIIB5. Guard
    Pressing SHIFT while equipped with a sword or kodachi (not a dagger!) you can
    block blade attacks and bullets aimed at the upper part of your body. You will
    raise your blade for a few moments and deflect bullets, or block a blade. If
    you block another sword attack while guarding, you can instantly perform a
    massive strike (IIB6. Massive Strike)! While the guard is useful for frontal
    attacks, you can still be attacked from any other direction. You also cannot
    block any shots to your legs while you block, so be warned. If you turtle
    (constantly holding block), expect people to nail you in the legs.
    You cannot perform any other special action while guarding, such as dashing. A
    quick note: sometimes the block tends to stick for some reason or another, so
    if you are still blocking even though you let go of the key, just wait a few
    seconds for it to let go.
                    IIIB6. Massive Strike
    While equipped with a Melee weapon, press and hold attack (left-click). Your
    character will perform a charging animation and your blade will begin to glow.
    Once your weapon is fully charged, unleash a massive strike by pressing attack
    again. This attack will deal more damage than a regular Melee strike, and will
    also stun your opponent momentarily. Later in the game, you will find there to
    be many complexities to massives strikes, their uses, and how they are used on
                    IIIB7. Stun
    While equipped with a sword or dagger, right-mouse click at your opponent. This
    will make you perform an attack which can be used to stun your opponent. With a
    sword or kodachi, it will cause you to bat your opponent up into the air, fall
    and hit the ground (uppercut). If using a dagger, your character will rush
    forward in a straight line and knock down your opponent (dagger thrust). These
    moves go by many names. Additionally: dagger thrusts do damage, while uppercuts
    do not.
                    IIIB8. Safe Fall
    If you happened to be stunned by an opponent, quickly press jump (space)! If
    knocked into the air by a sword, you will backflip and land on your feet. If
    knocked down by a dagger, this will allow you to recover from being pushed
    over. This is crucial to know if you're up against someone who likes to use
    Stun n' Gun tactics. Whiling safe falling will allow you to recover from the
    attack, you will be unable to control your fall until you touch ground. If
    someone uppercuts you into a pit, even safe falling will not save you from
    dying, though should you momentarily touch ground, you will be able to
                    IIIB9. Wall Jump
    Jump towards a wall and press jump again once you're against the wall. This
    will cause you to backflip off the wall. By holding a direction as you flip
    off, you can move slightly in that direction. You can cancel the jump by
    slashing with a melee weapon. You can wall jump any direction.
                    IIIB10. Wall Run (Vertical)
    Run towards a wall and press jump once you're against the wall. This will
    cause you to run straight up the wall and flip off. You can jump off earlier
    by pressing jump. By holding a direction as you flip off, you can move
    slightly in that direction. Again, slashing with melee will cancel the jump.
                    IIIB11. Wall Run (Horizontal)
    While running diagonally at a wall, press jump. The angle should be
    approximately 45 degrees, or else you'll just bounce off the wall. This should
    make your character run up the wall and across it. You will run a certain
    amount of time before flipping off of it. To cancel the wall run early, press
    jump to jump off, or slash to drop off the wall. If you have difficulty doing
    it with melee weapons, try using a gun while attempting it. It's much easier
    to perform while having a gun in-hand.
                    IIIB12. Wall Hanging
    If you are equipped with a melee weapon, jump at a wall and press second attack
    (right click). Your character will stick their weapon into the wall and hang
    there. This is perfect for saving yourself from a fall into Hell. Once you've
    stuck your sword into the wall, you can press jump and your character will jump
    straight up from their hanging position. Once you've jumped, press secondary
    attack again, which will make your character once again stab the wall. You can
    do this repeatedly do climb up a wall or pull yourself out from a pit. I
    wouldn't suggest "hanging around" for a long time, as it makes you a very easy
    IV. Chat Commands
            IVA. Slash Commands
    Enter into the chatbox while in the lobby, or while in-game while playing.
    /help                           Show a list of chatting commands (broken).
    /whisper <name> <message>       Whisper that message to a specific person.
    /r <message>                    Reply to the last whisper you received.
    /report (or /112)               Report details of the chatting (broken).
    /qj (or /go)                    Start a game right away in any room.
    /chatmake <name>                Makes a chatroom.
    /chatjoin <name>                Joins the mentioned chatroom.
    /chatleave                      Leaves the mentioned chatroom.
    /chatinvite <name>              Invites that person to your chatroom
    #                               Use in chatbar to talk in clan chat.
    @                               Use in chatbar to talk in chatroom.
    /follow <name>                  Join <name>'s game, if in the same lobby.
    The following can be used only in-game, while playing.
    /kick                           Opens up the kick menu, then select a name.
    /kick <name>                    Start a vote to kick <name>
    /taunt                          Makes a taunting motion.
    /salute                         Character bows to salute.
    /wave                           Character waves hands.
    /laugh                          Character laughs.
    /cry                            Character cries.
    /dance                          Character dances.
    /suicide                        You kill yourself. You will lose XP.
    !                               Use in chatbar to talk in teamchat.
    '                               Opens teamchat bar.
            IVB. Clan Commands
    A clan is a group that share a similar purpose. Using this function, you can
    chat with your clan members where ever you are. You can also join a "Clan-War"
    with clan members.
     * The clan master needs 1000 BP to organize a clan.
     * The clan master is required to acquire four members in order to form a clan.
     * Both the clan master or promoter should be at the level of 10 or above.
     * The maximum number of clan members is 64.
    Once all the conditions above are met, the clan master and the promoter can
    create a clan gathered around the same server and channel. Upon activating the
    "Clan List" you would see a menu, "Create a Clan" on the screen as you have
    not joined a clan yet. Press the menu to activate the dialogue channel for
    clan creation.
    With the exception of /clan leave and /clan msg, clan commands are only usable
    by the clan master or an admin.
    /clan open <Clan Name>                  Start a new clan.
    /clan close <Clan Name>                 Close the clan currently open.
    /clan invite <name>                     Invite the person to your clan.
    /clan leave                             Voluntarily withdraw from the clan.
    /clan dismiss <name>                    Force that person to leave the clan.
    /clan promote <name> <authority>        Promotes <name> to admin.
    /clan msg <message>                     Send a message to your clan. Same as #.
            IVC. Color Commands
    You can used colored font in any chat in the game. Type ^#, the # being the
    color of what you want your font to be. Do not use a space after the number. As
    one might think, there are people with elaborately colored macros, and some
    specifically made to distract you.
     * ^0: Dark Gray
     * ^1: Red
     * ^2: Green
     * ^3: Blue
     * ^4: Yellow
     * ^5: Dark red
     * ^6: Dark green
     * ^6: Dark blue
     * ^7: Dark yellow
     * ^8: Brown
     * ^9: White
    There are no (known) color commands for orange (admin/chatroom) or light blue
    (clanchat). The regular font color is also a different shade of white than ^9.
            IVD. Miscellaneous
    V. Playing the Game
    I shouldn't even have to put this in here, but since some people obviously need
    to be reminded, I put this here.
            VA. General Gameplay Etiquette
     * THE GOLDEN RULE: Do not act towards people in a way you wouldn't want them
    to act towards you. I cannot repeat this enough. Do not be an ass. You may be a
    15 year old, but try not to act like one.
       * Namecalling
       * Complaining
       * Corpseshooting
       * Harassment
       * Spamming
       * Cheating
     * If spamming requests in the lobby for killswapping didn't work the first
    times, what makes you think spamming it another 15 times will work?
     * Stop complaining, nobody wants to hear it. As Nothingxs said on the
    GunzOnline forum:
    "I'm just going to close any threads that argue if we should have slashshooting
    or not. I'm also going to close any threads where all you do is whine about how
    people spray and how little skill it takes to do such.
    If they're killing you, THEY'RE not doing something wrong. YOU ARE. Learn, get
    better and adapt. Complain here and you'll watch me lock your thread.
    Neither are going away, they're going to stay forever. If you have ideas on how
    to EXPAND on the game, then you can make a thread about that in the SUGGESTIONS
    SECTION. If you're just going to condemn how people play and the people who try
    to learn or play in that style, then please go whine about it to your friends
    on AIM instead.
    Noone (sic) cares how unbalanced you think it is if all you're going to do is
    whine at the top of your lungs. We've had a few big threads and countless
    smaller ones about it, already. Enough is enough."
     * Nobody likes drama. Do not get ticked off because someone killed you. Chill
    out, go make a sandwich. Do not be a vindictive punk and try to get someone
    kicked because they're better than you. Follow the Golden Rule and you'll be
     * Some people will hate you for typekilling, or 'tking,' which is killing
    someone while they\u2019re typing. It's generally frowned upon to kill someone
    they're typing, but then again it's the typer's fault for standing there. The
    solution? Type when you're dead or don't complain when someone kills you. You
    can tell someone is typing if a speech bubble appears over their head, but
    it's not always visible.
    If someone sees you typing and decides to pass you by instead of killing you,
    return the favor and don't shoot them in the back. I usually won't kill someone
    who's typing, but don't put it past other people. Most of the time, the same
    people who TK complain when they get TK'd themselves.
     * Do not complain about what weapons an opponent is using. If you died, you
    died, and should move on. Instead of complaining that you got daggershanked in
    a corner, you should instead try to avoid getting yourself shanked. Likewise,
    this can be said of all weapons: quit bellyaching and adapt.
                    VA1. Game Rules
    These are self-imposed rules set by the room creator. They are not reinforced
    by MAIET, ijji, or the Gunz program itself.
                            VA1a. Rejoin Games
    "# rejoin," is a game when the time is set to infinite and the kill limit is
    set to whatever number suits the game (usually the highest).
    Everybody plays normally until a person gets 5 kills before the limit, at
    which the person will exit the game into the intrusion screen, and then rejoin.
    This will reset their kill count and they will join the game with 0 kills,
    0 deaths. The purpose of this is to continually keep the game going with
    everybody getting as much experience as possible.
    If someone doesn't seem to be paying attention or is ignoring the rules, kick
    them. As a player in the game, it is your responsibility to help keeping the
    game going and voting 'y.' If you see people saying that they can't start the
    vote, do it yourself.
    Before, people would DM until the game ended, but recently, rejoin games have
    become the norm.
                            VA1b. Bowing
    Bow rules are the rules applied inside most informal duels and sometimes in
    Duel mode. "Bow rules" are straight forward: all duels are 1 versus 1 and you
    must bow to a person before you engage them. The other person must acknowledge
    your bow by bowing back. Wait a moment after your opponent bows and then fight.
    Bow rules are usually done in gladiator games, team games, or in 1vs1
                            VA1c. Killswapping
    Killswapping, also called 'swapping,' is what the name implies: you and
    another player take turns killing each other for experience. This works well
    at lower levels, since the gap between levels is small. At higher levels,
    there are much better ways to get experience than by trading kills.
                            VA1d. Lineswapping
    The same thing as killswapping, but instead of using only two people,
    lineswapping is done with multiple people. Most of the time, lineswapping is
    done as a Town deathmatch. People get into a line in front of the clocktower
    and take their turns killing the person in front of them. The first person
    gets killed by the second. The second stands where the first person was, and
    then the third person kills them. Order isn't usually stressed too much while
    doing this, because people respawn at different locations and it may take
    them longer to get back into the line. You are expected to wait your turn,
    however. People killing out of turn, or randomly shooting others, is
    prohibited. Lineswaps tend to become chaotic quickly if a person disrupts it.
                            VA1e. Naked Games
    Simply put, you join the game naked. NO SHIRT, NO PANTS, NO GLOVES, NO BOOTS.
    Joining a game with shoes and boots on is NOT naked. Nobody particularly
    cares whether or not you have rings on, because you can't actually see the
    rings on the person and the gains by rings is small compared to most other
    equipment. Kills and experience come pretty fast. I suggest using high ammo
    spray weapons, or low ammo power weapons. Machineguns and rockets rule these
    Naked games also tend to be Berserk to make kills even easier and are
    usually # rejoin games.
                            VA1f. Regional Games
    In an effort to keep pings low, there are regional games. Most list countries,
    such as "USA/Canada" or they may even go as far as to list their time zone. If
    making your own regional game is problematic, you can make one in a private
    channel. This will hopefully reduce the number of people outside your region.
                            VA1g. Attack and Defense
    Attack and Defense is a game mode unto itself and my personal favorite rules.
    Attack and Defense is when a person makes a MANSION team deathmatch and take
    turns each round, attacking each other's bases. The defending team may only
    stay in the area from the spawn point to the ledge of that level at the end of
    the hallway, and no further. The attacking team has free range of the whole
     About ATT and DEF
     * USE 5 MINUTE TIME LIMITS ONLY! I cannot stress this enough! 5 minutes is
    more than enough time for either team to wipe each other out. Anything more
    than 5 minutes increases the chance of the attacking team camping and
     * Red team always goes first.
     * Do NOT turn off team balance! 'Nuff said.
     * Discourage cheaters: Kick them immediately, regardless of which team they're
    on at the time. Cheating encourages more cheating, which may cause the
    non-attacking team to leave the base in revenge. At this point, all chaos
    breaks loose until people stay in the base again.
     * If a long period of time has gone by without the attacking team committing
    to attacking the defending team, the defending team can warn the attackers by
    starting a countdown from 10. If the attackers have not initiated an invasion
    by 0, the defending team can leave the base to attack.
     * Despite what some people say, the defending party CANNOT wallslash beyond
    the ledge. It's not wholly uncommon for defending people to bounce in between
    the walls. You cannot pass the ledge. Period. Falling down occasionally
    happens and that's an understandable accident, but bouncing off the walls is
    not legal. Kick 'em.
            VB. General Gameplay Tips
     One cannot play Gunz itself without knowing about ping! Unfortunate, but
     inevitable. In Gunz, how damage is dealt is by "packets," meaning while you
     are technically shooting bullets at people, those bullets are packets of data.
     How long it takes for data from one computer to be sent to another computer is
     ping. Ping works both ways, like a P2P program. If your opponent's ping to you
     is 100, then your ping to them is also 100.
     Ping is measured in milliseconds, meaning 100 ping is equal to 1ms. That being
     said, the lower the ping, the better. The closer someone lives to you, the
     better your ping will be to each other, and visa versa, the farther you live
     from each other, the higher ping will be. Obviously then, someone who lives
     next door to you will have significantly lower ping to you than someone who
     lives on an entirely different continent.
     How does this effect you? This will effect how you play and how you deal
     damage. Since ping is the delay between packets you send (damage), you will
     have to adjust your aim accordingly. If your opponent has 100 ping, there will
     be a 1ms delay between where you shoot and where your opponent will be.
     Shooting where your opponent will be, instead of where you actually see them,
     is called Lead Shooting.
     I'll expand upon this at a later date.
     * If you're an AP freak and don't care about weight, the best non-premium
    setup you can use for a male character is:
       * Miz Leather Coat             (WT: 20 AP: 28)
       * Miz Leather Trousers         (WT: 15 AP: 25)
       * Ares Iron Shoes              (WT: 8  AP: 20)
       * Ares Iron Gloves             (WT: 8  AP: 15)
       * Altema's Ring                (WT: 2  AP: 10)
       * Altema's Ring                (WT: 2  AP: 10)
     * Equip different weapons for different situations.
        VB1. Deathmatch Tips
     * When playing a gladiator game in a map with pits, i.e. Dungeon, Island,
    dagger users will try to use the thrust attack to their advantage. They'll
    repeatedly try to thrust you into a pit. A good, but slightly risky way to deal
    with them is to wait at the edge of a pit and wait until they try to thrust
    you, and jump over them. Hopefully they'll go sailing into the abyss. If not,
    turn around and attack them while they stand at the edge. The most important
    thing to remember is that you have to preemptively predict when they'll START
    to do the pullback animation for the push; by the time you see them pulling
    back to thrust you won't have the time to jump over them and they'll hit your
    legs. Another tactic is to stand so that you're parallel with the walkway you
    fall onto. People will repeatedly try to thrust or juggle you over the edge,
    but so long as you have plenty of room to recover from the fall, you'll be
    fine. Since they'll be trying to juggle you, you can get right up in their
    faces and slash them.
    It is also common to have people with swords who will do nothing but spam the
    uppercut as well. Unfortunately, the uppercut has a wide berth, so you have a
    large chance of being hit into the air unless you attack them from behind. The
    best way to deal with these kinds of people is to simply leave them alone and
    attack them when they're not around a pit. Not surprisingly, people who tend
    to spam the uppercut attack will still try to repeatedly uppercut you even
    when they're not around a pit! Waiting on the beach portion of the Island is a
    good place to attack these people; without their pits, they're usually very
    easy to kill.
    If you're in a deathmatch against people who use these tactics, shoot them
    from a distance. They'll usually stop uppercutting after you've pelted them
    with a hail of bullets.
     * Always be aware of enemies. Just because you don't see them doesn't mean
    they aren't there. Be sure to check that people aren't following you.
     * Don't underestimate the power of controlled spraying. Taking your time, aim
    correctly, and only fire when you're sure you'll get a shot. Wildly blasting
    into a room will get you owned by someone who is more agile. I predict where
    someone is going to be and fire for that spot. This works great for shotguns
    and rocketlaunchers.
     * I've talked with a few people who say that level means nothing. I feel
    this is incorrect. While level is not always a good indication of skill,
    there is a difference between levels. For example, my character was
    level 25 and I was in a dungeon. A level 36 came up behind me and popped
    me twice with a pair of Minic 567 MK.IIs, and I dropped. The instant I
    turned level 18, I bought a Maxwell LX30 and went into a game. I've
    never killed so many people so fast before, with so little effort. These
    people were all in the same level range as I was. "Yes, yes, that doesn't
    mean blah-blah-blah," no, levels can make a difference if you know how to
    equip yourself for victory.
     * You should equip yourself differently for different kinds of games, or
    even different maps. k-Style in a DM usually won't do too well, while
    spraying works wonders. In a TDM or 1vs1, k-Style is the best route.
     * Avoid getting in between opponents like the plague! Getting in between
    enemies means you're going to get pelted with a hail of bullets and
    chances are both opponents will attempt to kill you instead of each other!
     * Predict when your enemy is going to reload and rush them! This provides a
     great opportunity to get a few shots in.
     * I've started using this tactic, with varying degrees of success in 1vs1:
    forcing your enemy to play your game. One of the more common ways to do this is
    to back up quickly while facing your enemy. This gap will force your enemy to
    follow you, and usually in a straight line. This makes it very easy to fire a
    few shots with a higher degree of success than if done from close range.
                    VB2. Team Deathmatch Tips
     * The best way to fight is in a pack, assuming your rival team splits up like
    most do, your whole team should be able to take out multiple single people
    fairly quickly.
     * Falling back and spraying or camping when your teammates are fighting
    THE OTHER TEAM FIGHTS AS A PACK. Mediocre players can overcome players of
    better caliber if they know how to work well as a team.
     * Baiting the enemy is a tactic that every team should learn. Having one
    player distract the enemy while a fellow teammate comes up from behind, or
    attacks from around a corner, will quickly help to dismember the enemy. For
    example, person #1 will lure an enemy towards them, but person #2 is waiting
    around the corner with a massive attack ready. Person #2 hits the enemy and
    then both persons #1 and #2 riddle the enemy with bullets.
     * If someone is chasing an enemy and they go into a confined space like a
    hallway, try to get to the other side of the hallway and come in from the other
                    VB3. Map-specific Tips
    There's something to be said about knowing your battlefield. Knowing maps like
    the back of your hand gives you a keen advantage over those who don't. Learn
    all the angles, shortcuts and ways to turn the tide of battle in your favor.
                            VB3a. Arena
     * The majority of gladiator games take place here. It's rare that people fight
    in gladiator anywhere but here.
     * There is an experience cap, so you won't earn as much as you might in other
    levels. If you're planning on leveling, you'll have to go elsewhere.
     * Knowing how to wallclimb or wallrun is essential, because you will
    eventually find yourself respawning between two pits. You'll know who fell
    into the pit you see people suiciding.
     * This is an excellent place to learn to do multiple wallruns, because of the
    large wall that surrounds the arena. Practice by running around the entire map.
     * Fighting here is much different than any other map: most of the level is
    open space, so there's no where to hide. You'd better be agile, or learn how
    to use what little cover there is.
                            VB3b. Castle
     * The raised hallway is easily the best killspot in the whole level. With such
    a confined space and considering how long it is, it's the best place in the
    whole level to spray. Machinegun/rifle/rockets recommended.
     * Under the raised hallway is a nook in the wall. People like to hide in the
    nook and lob grenades up through the half-circle opening into the hallway.
    I've been repeatedly killed by some people just because they always hit me
    with a grenade.
     * People like to camp the nooks in the end of the hallway, usually with a
    massive strike, since it juts out just enough to cover you. Everytime I run
    into the hallway, I shoot a rocket at both sides as I approach. I'll hit
    someone every 1 out of 4 times
                            VB3c. Dungeon
     * The dungeon stage is an excellent place to see who really has skills with
    wallclimbing. People will intentionally jump over the edge and will wallslash
    (fly) on the wall they dropped over until someone gets near them. The person
    wallslashing will then pop up over the edge, shoot the person and drop back
    down over the edge. Since this can be done infinitely, it's a great guerilla
    tactic. The dungeon stage is an excellent place to learn how to fly and
     * Since you'll most likely come across a few people who use the previous
    mentioned tactic, there are a few ways to kill them.
       * Get their rhythm down, then launch a rocket at the edge of the cliff when
    they're going to pop up. If you're lucky and you timed correctly, you'll hit
    them. You can also do this with grenades, but this requires better timing.
       * Take the fight to them; jump over the edge and fly on the wall. Since
    slashing the wall, you can also hit them. In between slashing up the wall, turn
    and slash them if they are next to you, while you jump. If they happen to be
    far below you or above you, slash the wall, dash backwards and fire a shot at
    them, then dash forward and slash up the wall again. This move requires good
    timing and aim, or else you'll fall into the pit.
       * Spam the sword or kodachi's right-click uppercut right at the edge, to bat
    the person off the wall when they pop up. You can also wait at the edge and
    hold block. Should they happen to wallslash in front of you, you will deflect
    their blade and they'll drop. Deflecting their sword will also stun them. You
    might also get a chance to massive from them hitting your sword. Immediately
    hit them with it.
     * You can make a quick escape by causing yourself to wallrun into the pit and
    safely landing on a crystal. Go to the largest wall in the level (it's the one
    with the double staircase), and wallrun on that walkway's wall. Wallrun until
    you're halfway up the lower staircase and then flip off. You'll land safely on
    a crystal that's jutting out low on the wall. The * isyou and the # is the
    crystal on which you should hopefully be landing. It's crucial that you launch
    off the very end of the stairs, or you'll fallshort and into the pit. If you
    don't time it correctly and realize you're going to miss the wall, slash to
    cancel your fall and dash towards the crystal.
      _____________| |__
      | ||||            |
      | -----------------
      | |||| <---*      |
      ----------------| |
    #         PIT     | |
     * Of course, since this stage has one gigantic pit, everyone will be
    attempting to knock you off. Again, avoid that by attacking directly from
    behind or by shooting from afar.
     * The pillar room is of course, a room with rows of large pillars reaching
    from the ground to the ceiling. There are a few things about this room that
    make it interesting.
       * It's one of the better places for 1vs1 on this map.
       * It's not infrequent in TDMs that the fight will break out here as opposed
    to the pit room.
       * The huge walls on either sides of the pillars provide great practice for
    multiple wallruns.
       * You can get the drop on people, literally. Climb up the pillars and hang
    the top of the pillar with your melee. The pillar should conceal your whole
    body and allow you to see far. Drop death on them from above, or wait until
    they pass and shoot them in the back!
                            VB3d. Factory
     * It looks more like an industrial complex than a factory. This is a pretty
    open space, since it's all one "room." There are cramped places, like near the
    truck and under the building.
     * The heal points respawn relatively fast, so hit them as often as you can to
    keep your health high. I once went into a veteran channel deathmatch and
    finished the game with a 30/0 score because I was constantly running between
    health spawns.
     * Since everything is square and box-shaped, try to wallrun as often as you
    can to get away from people.
                            VB3e. Garden
     * Again, another small map.
          VB3f. Island
     * If you go into either the Island or the Dungeon, be wary that people will
    just spam the secondary attacks, even if they aren't over the pit areas. Use
    this to your advantage: recover quickly and hit them back! Back yourself into a
    nook in a wall if you're in the Island, especially on the lower ledges in the
    pit area. The only place you'll be uppercutted is into the wall, where you can
    recover from the fall and start again.
     * In the area with the pits, there are high ledges around the perimeter on the
    walls. This is a great spot for sniping, and it also gives you access to the
    whole pit area. You can leap from the ledge and airdash all the way to the
    bottom of the other side to pick up health or armor. I like to single a person
    out and drop from above on top of them.
     *  The beach area is basically the only other 'area' on this map. If you can't
    handle being slapped into the pit, then attack people here. The people who
    knock you into pits, for some reason or another, will still uppercut you even
    though there is no place for you to fall.
          VB3g. Mansion
     * The Mansion stage's lower level is a good place to rack up quick kills.
    ____              _____
    ___                ____
       |              |
       |^ #        # ^|
       ||            ||
       || #        # ||
       ||            ||
       || #        # ||
       |  *        *  |
       |_____________ |
       * On the bottom level there are the walls and the pillars (#s) that run
    parallel to them. People will generally cluster up between the walls and the
    pillars, forming a nice straight line for a burst of fire from a rifle or
    rocket salvo. The problem with this is where you stand. If you stand to the
    north where the hallways lead off to the rooms and the basement, people will
    sneak up behind you from the upper level or the basement. I have invariably
    been killed whenever standing there. The best place to stand is on the south
    side next to the very last pillar. Stand facing the pillar, so you can see if
    anybody is coming down the hall, or is jumping off the staircase. If you stand
    back in the nook only facing the hallway, you will be killed very easily since
    you won't see people jumping off the staircase. When you turn lvl 18,
    immediately buy the Maxwell LX30. Assuming you're in a game with no other
    lvl 18s, and you try this tactic, you will mow everyone else down.
     * There are two chandeliers hanging from the ceiling which are great sniping
    spots, provided that everyone is too dumb to look up. I wouldn't suggest
    hanging around too long from these spots.
    To get on the chandelier directly above the angel statue, simply stand on the
    head, jump, and wallhang onto it. You can jump up from there. The second
    chandelier above the stairs is much harder to reach. To reach the other, you
    have to wallslash up the nearest pillar and airdash out to it. I find it
    easiest to wallslash up the pillar by facing towards the direction of the room
    with the angel statue. You can also jump from the third floor balcony, but this
    is usually a little trickier.
                            VB3h. Port
     * A very claustrophobic map, modeled on a European port town. With a series of
    alleys taking up most of the level, there aren't a lot of areas to get into a
    full fight. Watch your back, because people tend to run up behind you.
     * The best places to get into a full out fight is at the creek, since it's
    open enough to allow for free movement.
                            VB3i. Prison
     * Comprised mostly of hallways.
                            VB3j. Prison II
     * Comprised mostly of hallways.
                            VB3j. Ruin
     * This map is similar to the Arena, but with one key difference: the lower
    part is disected with a series of walls like a small labarynth.
                            VB3l. Station
     * Divided into two very large rooms with a wall bisecting them from top to
                            VB3m. Town
     * This map is perfect for clanwars, because it's open and both sides have a
    common meet-point near the corner near the clock. It's perfect for multiple
    wallrun practice.
     * This map will be, in fact, the one you are in the most. Whether it's due
    to 1vs1s, clan wars, or general fighting, you will most likely be in this map
    more times than not.
                    VB4. Weapon-specific Tips
     * I label certain guns as automatics, despite that all guns repeatedly fire if
    you hold down left-click. This just makes them easier to categorize for
    specific situations. All guns I label as automatics have less than a 130 rate
    of fire, meaning SMGs, rifles and machineguns. Swapping and reloadshot have no
    bearing on this analysis.
     * There are two kinds of every gun: a gun with more ammo, but less power, and
    a gun with less ammo, but more power.
     * If someone knocks you down or juggles you, immediately press the spacebar
    (jump). You will flip out of it and land on your feet. You cannot control the
    fall unfortunately, and while this won't save you from falling into pits, it
    will save you from being daggered repeatedly. This is great against people who
    make daggering their style, because they will still aim for the place on the
    ground where they expected you to fall. Landing and unleashing a pointblank
     blast from a shotty or a staccato from a rifle will do wonders.
     * If being repeatedly daggered by someone, start attempting to dash while
    still on the ground. Dash so that you will not be in his dagger's path.
    Hopefully when you begin to get up, you'll slide away from him before he can
    get the stab in. Even if he/she manages to hit you when you slide out, you'll
    have more time to recover. If you're hitting space (jump) when you attempt to
    slide out, there's a good chance you'll recover right away even if you get hit
    again. Always remember that pressing space will save you from being daggered.
     * Frag Grenades are usually a waste unless you throw them into a crowd, or
    you've managed to become a good grenadier. 1vs1, their effect depends on how
    good you are at deceiving your enemy. In other words, if you are pro with
    grenades, they are excellent at damage and pressuring the enemy. If you're not
    good with grenades, they're a waste of weight and you probably won't be able to
    use them to their full potential.
     * Flashbangs (flash grenade) are nuisances, not deadly, inefficient, and don't
    particularly help. While they may serve as a good distraction for you to escape
    if you're low on health, using them offensively is a waste of weight. Most
    people when hit with a flashbang will randomly dash and jump everywhere to
    avoid getting hit until the effects wear off. I've even managed to kill 2
    people while blinded by flashbangs.
     * Smoke grenades, along with being not deadly, are utterly useless and cause
    the game to lag. People can just rush through the smoke and continue fighting,
    or they can just watch their crosshairs until it turns red, indicating they're
    aimed at an enemy, and shoot through the smoke. If you must use them, toss
    three instead of one, because it covers a much larger area.
                            VB4a. Guns
     * If you're one-on-one with someone and use some sort of automatic, don't just
    hold down on the trigger and hope you'll hit them. You'll waste ammo quickly,
    and your accuracy will be way off. Instead, fire short bursts and fire only
    when you're sure you'll hit. Likewise, reload whenever possible, as you may
    need all your shots.
     * The key to using heavy weapons like the machinegun and rocketlauncher is to
    swap them in and out quicky for melee, so you can keep moving at a fast pace.
    You can't wallrun with them in use, but you can initiate a wallrun with a melee
    and then pull out your weapon.
     * If debating over which shotgun maker to go with, go with Breaker. Avengers
    notoriously low ammo clip will leave you out to hang in a clinch. Use Avenger
    as a backup weapon in the Weapon 2 slot.
     * Once you turn lvl 18, the Maxwell LX30 is a must. With a 40 round clip, 160
    bullet cache, and fastest rate of fire of any gun up to that point, it is the
    best automatic you'll get until later, the Maxwell LX44.
     * You cannot equip two of the same weapon in both slots, i.e. you can't equip
    two Breaker 7s, so don't buying two of them. You can equip two of the same kits
    or grenades however.
     * If you're using an official crosshair, notice how it gets larger when you
    fire? This is recoil. All guns in the game recoil, and this affects aim,
    especially on SMGs. A good way to increase your chances of hitting your
    opponent is to do short bursts if your gun has automatic fire (SMGs, assault
    rifles machineguns), or pausing in between single shots (pistols, revolvers).
     * Pistols and revolvers are basically the same kind of weapon with two
    different specialties; pistols have a larger clip, shoot/reload faster, but
    have less power than revolvers. Revolvers have a smaller clip, take a
    relatively long time to reload, but have the strongest single shot of any
    bullet-using weapon. Revolvers are also heavier. I personally recommend
    revolvers, because the damage they do more than makes up for their weight and
     *  Many people say that rocketlaunchers are only mid-range weapons but I
    disagree. They can be used at mid-range or long-range, provided you like
    sniping, or have
    very good timing. The problem with rockets is that they travel at a set speed,
    while bullets hit instantly.
          VB4b. Gun Combinations
    Inevitably someone will ask me what weapon combination is best. No particular
    combination is best; it really depends on your personal playing style. If
    you're a pro, chances are you can make almost any weapon combination work for
    you. Some people can just pick up weapons easily and adapt. This is a list of
    more common weapon combinations.
    Please note, some weapons ARE innately more effective than others. SMGs are
    nearly non-existant in expert channels, and pistols almost always take a back
    seat to revolvers.
      Weapon effectiveness chart
                   | P | R | S | S | R | R | M |
                   | i | e | h | M | i | o | a |
                   | s | v | o | G | f | c | c |
                   | t | o | t |   | l | k | h |
                   | o | l | g |   | e | e | i |
                   | l | v | u |   |   | t | n |
                   |   | e | n |   |   |   | e |
                   |   | r |   |   |   |   |   |
    |    Pistol    | U | U | O | N | O | E | O |
    |   Revolver   | U | X | X | N | E | X | O |
    |    Shotgun   | O | X | X | O | X | X | E |
    |     SMG      | N | N | O | N | O | U | O |
    |    Rifle     | O | E | X | O | E | E | E |
    |Rocketlauncher| E | X | X | U | E | X | E |
    |  Machinegun  | O | O | E | O | E | E | E |
     Graph key
       * U: Useless
       * N: Not effective
       * O: Okay
       * E: Effective
       * X: Extremely effective
     * Rifle, shotgun    (close/far)
       Example: Maxwell LX30, Breaker 6
    This is an a set up that is becoming more popular for obvious reasons: it
    provides close-range and long-range firepower. It works very well in large
    areas like Dungeon, where you might have to fire upon someone from a distance,
    but be extremely close to someone on stairs.
     * SMG, rifle    (spray combination)
       Example: Renard V x2, Maxwell LX30
    These are great to spray with, but tend to waste ammo very quickly and it's
    horrible to do slashshot with, as both tend to chip away damage instead of
    dealing large chunks. This combination also provides close/far firepower, but
    not a whole lot of power per bullet. Expect extended gunfights.
     * Revolver, shotgun    (slashshot combination)
       Example: Phantom Cruise N x2, Avenger
    This is a popular combination for experts and pros. It's great to slashshot
    with, since you can use both weapons to do so. Both weapons have the ability to
    dish out huge chunks of damage, especially when you get into the later levels.
    This combination works even better once you get Minic 567 mk. IIs and an
    Avenger mk. II This combination combines the power and ammo of revolvers with
    the power and spread and power of a shotgun. Since this is a relatively
    light-weight combination, people also like to add recovery items and grenades
    onto this.
     * Shotgun, rocketlauncher    (Slashshot combination II)
       Example: Breaker 7, Maxwell RW-77
    Both weapons rely on large spread damage to make up for inaccuracy, but still
    produce copious amounts of damage. While rocketlaunchers aren't good to use in
    melee-range, it's not often that you'll hit yourself if you're doing it right.
    You'll tear through ammo very fast on this combo, so I suggest you know how to
    reload in a tactical manner.
     +----+ To use this setup effectively, equip the rocket as your primary weapon
     |HINT| and your shotgun as your secondary weapon. You switch from rocket to
     +----+ shotgun faster than you switch to shotgun to rocket because of the
     difference in switch delays. Fire the rocket at them first and pop them with
     your shotgun.
     * Shotgun, shotgun    (shotgun combat)
       Example: Breaker 8, Breaker 7
    By far the most commonplace combination, and also extremely deadly. Shotguns
    are the most powerful single-shot weapon in the game, the latter Breakers and
    both Avengers being able to dish out over 100 damage at pointblank range. Along
    with being able to dole out critical damage at close range, the spread makes
    them hard weapons to dodge at midrange because of the 12 pellet spread. As if
    they weren't powerful enough, the in/famous reloadshot reduces their delay to
    roughly the speed of a revolver. Shotgun? ShotFUN!
     * Revolver, revolver   (revolver-specific)
       Example: Zaurus B, Minic 567 mk II
    This weapon combo is used occasionally. While not as powerful as using two
    shotguns, it packs a definite punch. This setup is not for everyone, however.
    Because you have to learn how to lead, you may not make every shot you think
    you did. The upside to this however, is that you have a lot of ammo.
     +----+ Of course, switching between revolvers lowers the delay between shots
     |HINT| but you can decrease the delay even further by constantly moving while
     +----+ you swapshot with revolvers. Try it, you'll see a definite difference.
     * Machinegun, rocketlauncher   (power-house)
       Example: Nico MG-K8, Maxwell RW-77
    This combination is almost exclusively used in naked games, with a few
    exceptions. This is a very heavy combination and you'll have to make up for it
    with wearing light armor, or no armor, depending on accessories. Your most
    effective attack range will be mid to long range.
     * Rocketlauncher, rocketlauncher   (explosive)
     * Example: Maxwell RW-77, Maxwell RW-66
    Some people prefer this over shotgun/shotgun for a few reasons. One is the
    single-hit splash damage, as opposed to a spreadshot like a shotgun. Rockets
    also make it easier to hit lagging targets. Finally, the sound of someone
    swapshotting rockets is intimidating. The problem is that this is very heavy. I
    don't suggest using this if you are new to rockets, or else you might end up
    killing yourself often. Then people will laugh. And call you a noob. N' stuff.
     +----+ Rocketeering is very different from other weapon styles. If you plan on
     |HINT| becoming a good rocket user, you should learn about their uses and what
     +----+ you have to do to avoid noobing it up. Read sections VIB10. Swapshot
     and VB4c. Bullets VS Rockets.
     Other weapon combos
     * Pistol, pistol: No. Most damage goes to AP.
     * Pistol, revolver: Better than above, but not great. Use revolver as weapon
     * Pistol, SMG: Do revolver, SMG instead.
     * Revolver, SMG: Interesting combination, but not very popular.
     * SMG, SMG: All spray, only good in close, not a lot of power.
     * Rifle, rifle: Not a lot of power per bullet, but very good for hallway
    Shoot from one rifle until you run out, then switch to the other.
     * Machinegun, machinegun: Incredibly heavy, all spray. To use this combo
    you'll have to wear very light armor. It does however, do one thing very well:
    drops mofos at mid-range. You'll only have to reload twice for 480 shots. Two
    people walking side-by-side with dual MGs produce a veritable wall of bullets.
          VB4c. Melee
    You can't talk about Gunz if you don't talk about melee weapons. K-style and
    d-style dominate bladed weapon combat, so you'd better learn how to become
    proficient with one fast.
     * Daggers, swords, and kodachi balance out power and speed.
     * Daggers are the quickest melee and can stab very quickly, but are weak
    weapons. The secondary attack is a push-thrust. This can be used to knock
    people over.
     * Kodachi are a pair of swords and are slower than daggers, but stronger. The
    secondary attack is a spinning slash that launches the enemy into the air.
    Kodachi are the heaviest class of melee weapons.
     * Swords are stronger than kodachi, but are slower with regular slashes. The
    secondary slash is faster The secondary attack is an upward slash that launches
    an enemy into the hair.
      Balance of speed and power
          VB4c. Bullets VS Rockets
    Before deciding to use rockets, you must know certain things about rockets
    which makes them much different from any other weapon in the game.
    Rocketlaunchers are a unique gun in Gunz, in that they do not fire bullets. It
    obviously fires (launches) rockets. Most of you probably already knew this, but
    some people need to have these things explained to them. To see more data
    specifically on rocketlaunchers themselves, go to VIIA6. Rocketlauncher.
    When someone fires a gun, the bullet hits are instant. Left-click, and the
    bullets are where you pointed your crosshair. Rockets are not instant, however;
    rockets fire in a straight line at a set speed, and so they take time to hit a
    target.  All rockets travel the same speed, whether they were fired from the
    level 10 Maxwell RW-66, or the level 50 Walcom L2. On contact with any surface,
    they explode like any good rocket should. If a fired rocket does not come into
    contact with anything, it self-detonates after about 10 full seconds.
    The splash damage that rocketlaunchers do is unique within itself, since it's
    the only weapon besides (obviously) grenades that explode. Along with this,
    rockets have VERY little ammo, second to shotguns. These two factors, along
    with lag, will effect how you fight with rockets.
    When fighting with rockets, the best way to assure hitting your target is to
    use the splash damage the explosion does to hit your target. Instead of firing
    the rockets at the person (or aiming ahead in case of lag), you should aim for
     the ground of where they will be next or possibly whatever object is nearest
    to them, i.e. walls, pillars, etc. This takes less prediction skill than
    one might think, since the splash makes up for slight inaccuracies. Shooting
    rockets directly at someone should be only when you are absolutely sure they
    will hit. As mentioned, they have very little ammo and a long reload time, so
    every shot must count. Since your opponent will almost always be moving, they
    can very easily avoid your rockets, should you fire them straight at the
    What one must account for when firing rockets is the angle of the shot and the
    timing of the hit. It's much harder to put an accurate rocket on a specific
    spot from across the map. The farther you are from your target, the more
    shallow the angle of the shot is, and the longer the rocket takes to get there
     as well. This makes it incredibly difficult to do long-range shots without
    having to climb to higher ground or tweek your shot timing. Likewise, uneven
    ground is bad for you fire on, like stairs, since the angle of the stairs is
    sometimes parallel to where you need to shoot.
     |45 degree angle|
    /T-r= -
     ^      -
    / \       -*HIT*
     |22 degree angle|
    /T-r= -
     ^       ¯  -
    / \            ¯  -*HIT*
     |11 degree angle|
    /T-r= -
     ^        ¯   -
    / \               ¯   -   _*HIT*
    The longer the shot, the harder it is to judge timing and accuracy. The only
    way to compensate for distance is to climb higher (or sometimes drop lower),
    thus making the angle steeper.
    While having a lot of distance between you and your enemies makes it harder
    to time the shot, you shouldn't dismiss the idea of rocket sniping. Places like
    Stairway, Dungeon, and Island make great places to snipe people with rockets.
    Climb to the highest point you can find, wait until the person gets into a
    fight with another player, and rain rockets onto them.
    Since rockets have a slower firing rate, you should learn how to swapshot them
    if you're dual wielding them. Rockets also have a special kind of swapshot
    specific to that weapon because of the delay. Check out VIB10. Swapshot for
    information on rocket swapshots.
    When it's all said and done, rockets can be an excellent weapon choice, so long
    as you know how to use it properly, and know how to work around the drawbacks.
          VB4d. The Art of Grenading
    Using grenades is something that was frowned upon up until recently, because of
    how bad people were with them. Now it's starting to become much more common
    that enemies you might face will not only have grenades, but also use them
    Unfortunately for any aspiring grenadiers, the art of grenading, like k-style,
    is something that's hard to teach.
    There are two very important things to know about grenadiering:
     * You must have a rudimentary idea of geometry and how angles work.
     * A throw should only be done when you are sure you can throw without being
    That being said, there are only two kinds of throws for grenades: direct and
    indirect. A direct throw is when you lob a grenade DIRECTLY at an opponent.
    This kind of throw should rarely be done, and ONLY when an opponent is not
    directly focused on you. An indirect throw is when you do not directly throw a
    grenade at an opponent, but instead ricochet it off other surfaces.
        VB5. Tactics
    In this section, I will give you general tips towards defeating several
    different kinds of opponents, who will be known mostly by the tactics or matter
    of fighting they use. Though most opponents are not nearly as one-dimensional
    as this section would make it seem, these help for you to improvise your
    attacks and give you an edge rather than just blindly fighting. You can easily
    get an advantage on your opponents if you learn how to read their attacks and
    patterns. Use these tactics yourself, or learn how to fight against them.
      You should investigate this thoroughly.
          VB5a. Spray N' Pray
    This is by far the most common "tactic," if it could be called one. This is
    what is generally meant by 'sprayer.' It pretty much rules the lower-leveled
    channels and doesn't stay effective for long, but you might still be surprised
    occasionally by someone doing it in higher level channels. It goes without
    saying that having this person on your team in a team deathmatch is more bane
    than boon.
    It's not much of a tactic, so much as just shooting wildly with a fast weapon.
    For the most part, this tactic is a waste of time, because the shot-to-kill
    ratio is so high. It's best used by shooting into a crowd of people, or people
    who have lined up nicely. You might get lucky and manage to kill a few people,
    but that's the extent of it. One of the best places to do this are hallways and
     How to spot
     * May tumble directions, or even just walk.
     * Usually not very agile, might not even jump.
     * May or may not lag.
     * Tends to use rapidfire weapons, i.e. rifles or SMGs.
     * Liberal with the trigger, tends to waste ammo quickly.
     * Somehow manages to usually kill you through sheer luck.
     * Usually not much skill, if any.
     * Generally noob.
     How to beat
    People who usually use this method of combat are nothing if not sluggishly
    slow. Some may have learned to dash with melee, at which point their moving
    ability increases, but not their firing mobility. Though they may be slow, at
    all costs, avoid getting into their range of fire. They tend to continuously
    shoot, making anything within their range and damage cone pretty much Swiss
    Their usual weakness revolves around two points: what weapons they are using
    and how mobile they are, and any combination of these two points. Should they
    use SMGs, you are usually safe from a far distance, since SMGs really do spray
    bullets all over the place. Should they use rifles, long range will not be a
    good idea, since rifles tend to be superbly accurate. In either case, the real
    secret to beating these kinds of players is that you should remain extremely
    close to them and always out of their line of fire. Since they're usually not
    very mobile, a quick Butterfly, Flashstep and a powerful weapon will usually
    fell them fast. Try closing in from the side, rapidly Butterfly and then
    finish them off with a shot or two from revolvers or shotguns. If they are
    agile, the same tips apply, but instead of being constantly slow, they'll be
    slow when firing their weapon since they tend to stay on the ground when
    When all else fails, a surprise reloadshot will always put the hurt on.
          VB5b. Stun N' Gun
    This is a fairly easy tactic to use. While equipped with melee, charge up for
    a massive strike. Dash up to your opponent and hit them with the massive
    strike, then immediately switch to your gun and shoot them from point-blank
    range while they're stunned. A shotgun or rifle usually does well, because
    they can do significant damage in a short period of time. If your enemy is
    also using a sword, block their slash to use the massive strike.
     How to spot
     * Only attacks when they have a massive.
     * Usually hides behind objects while they charge.
     * Tends to use rapidfire weapons, i.e. rifles or SMGs.
     * Usually not much skill, if any.
     * Tends to Spray n' Pray if this tactic fails.
     How to beat
    The key to beating these kinds of players is rather simple, but depends mostly
    on how observant you are. They usually won't appear until they have a massive
    ready and glowing, so catching them requires that you see them while they start
    charging their massive, or before they massive you. Should you see them while
    charging, simply riddle them with bullets. If they are going to massive you,
    move away quickly, or hope you can block their massive. Once they've attacked
    and (hopefully) missed you, they'll be unable to attack for approximately 1.5
    seconds while they recover from the strike. At this point, strike them back
    with a weapon like a shotgun or revolvers, or even spike them since you'll
    have an easy target.
          VB5c. Lunge N' Gun
    This is very similar to the above method, but it exclusively revolves around a
    dagger's right-click attack: the dagger thrust (or dagger lunge). Just as
    annoying as the previous two kinds of people, sometimes moreso because of their
    persistance. Doing this will definitely land you in the "dagger noob" category.
     How to spot
      * May be mobile, depending on if they dash.
      * Almost always has their dagger out.
      * Doesn't usually hide, tends to run right up to you.
      * Tends to use rapidfire weapons, i.e. rifles or SMGs.
      * Usually not much skill, if any.
      * Tends to Spray n' Pray if this tactic fails.
     How to beat
    This person's method of combat hinges solely on one thing: the chance that when
    they lunge at you, you will fall down and not get up, so they can shoot you on
    the ground. They may just run right up to you and attempt the lunge, or may
    try to soften you up with shanking you a few times first. In either case, as
    long as you see them coming, you have a good chance of avoiding it. If you see
    them coming, wait until they thrust and then shoot them, or constantly move
    backwards so you can shoot them while they come at you.
    Should you happen to get hit by the lunge, spam the jump key (spacebar) and
    you'll flip out of it. If they do hit you and you recover, they might even
    shoot the ground where they thought where you'd land. Shoot them as soon as
    you recover. Again, just like massives, knowing where they are is key in
    beating them.
          VB5d. Camping and Sniping
    Since both camping and sniping involve the same basic kind of attack pattern, I
    will simply combine these two. Camping is a word used quite a bit in PC gaming
    and if you aren't familiar with it by now, you must be living under a rock.
    Camping is defined as: "...computer gaming jargon for the practice of a player
    staying in one area of the game world waiting for enemies or useful objects to
    appear or to come to the player rather than actively seeking them out. Players
    camp in order to gain an advantage over their opponents."
    This applies to Gunz in that, your opponent is going to pick a spot to sit
    that will most likely give them a tactical advantage over you, whether it be
    from height or initiative. It may simply be quicker to jump into the fray to
    get faster kills, at the expense of more deaths, rather than to take long
    periods to time to get a single effective kill.
     Camping spots
     * The stairwells in the Mansion basement. It's popular to sit waiting with a
    dagger, so they can lunge you from around the corner. They can still lunge you
    because their angle of sight allows them to stay hidden.
     *  The general area behind the Mansion's stairs. A lot of combat goes on in
    this part of the mansion, so staying there may simply be easier and allow the
    enemies to come to you
     * The ledges in Island makes perfect places to snipe from, whether with rifle,
    revolvers, or rockets.
     * The elevated corridor in the Castle. Either side of the corridor presents a
    great place to camp, since you're enclosed on two sides, but you can look
    either direction. People frequently run down the corridor.
     * Around corners of unpopulated areas.
     How to spot
     * Will tend to stay in the same spot, will leave if damaged.
     * Melee attacks: sword/kodachi flip, dagger lunge, or massive.
     * Gun attacks: Spray, spam, pointblank shotgun blasts.
     * Uses the surrounding environment to conceal him/herself.
     How to beat
    Beating someone that's camping is difficult to be precise about, simply because
    of how versatile camping is, and how organic Gunz itself is. Killing someone
    that's camping requires you to be faster than your opponent, sneakier than your
    opponent, or simply know where they are. People tend to give themselves away,
    either because of clothing like long coats, or motions like switching between
    weapons. If you see something around a corner, chances are they're waiting for
    If your opponent is on a high ledge, it may be near impossible to sneak up on
    them. In this case, the only way to flush them from their spot is to damage
    them with long-range fire. A long-range weapon or a well-placed nade may do
    the trick. If they happen to see you before you get a chance to damage them, it
    may be best to take cover and come back. So long as they have the advantage of
    the ledge, they'll be gone before you can reach them.
    If your opponent is camping a hallway or stairwell, it's much easier to flush
    them out. Throwing a grenade off the wall into the stairwell or down the
    corridor will almost always move them out of their spot long enough for you to
    get close and finish them off. Sneaking up on them is easy as well. Confined
    spaces restrict their movement as well as yours, so getting close to them will
    be very easy. Once you've infiltrated their personal space, you're on even
    ground with them and from that point it's simply a matter of skill and luck.
    If you don't have grenades or any explosive weapons, you'll have to use what
    you have. Charge your enemy from the opposite side of where he/she's standing
    and come in at an angle so you face your opponent. If you're fast, RS them in
    the legs with a shotgun.
    VI. Korean Style (k-Style)
    It won't be long into your Gunz career until you come across 'k-Style.' What is
    k-Style? k-Style is a style of play that came from Korean gamers in Gunz; it is
    highly agile, relies on rapid attacks, and quickly switching in between melee
    and firearms.
    At first, k-Style was an oversight in the game's code, which allowed players to
    cancel attacks by slashing, switching weapons, or blocking. This expanded from
    a few simple tricks into a whole playing style, and eventually became a part of
    the game itself.
    Now you might be saying to yourself, "OMG KSTYLE IZ DA GLITCH I NO KSTYLE CUZ
    ITS CHEAP!!!11/one." Well, that's all fine and dandy, but the problem with that
    ill-wrought theory is this: k-Style is now an integral part of Gunz. In fact,
    it is now programmed AROUND by MAIET, leaving it intact.
    While it's always up to individual skill, knowing at least some parts of
    k-Style will provide you an advantage over those who do not. Merely knowing how
    to do advanced technique will not make you pro however, as the application of
    these techniques are as important as knowing how to do them. The difference
    between a newbie k-Styler and a pro k-Style is staggering.
    The following is a list of the most common k-Style techniques. I am not going
    to list "combo" moves, or list different names for the same technique (i.e.
    calling Slashshot 'Fullstep') or adding a single keystroke onto a technique.
    You and your friends can make up all the fake -step names you want, but they
    won't be added. For this reason, moves like "Million Step" will be nothing but
    a footnote (Million Step is simply an HHS with a rifle).
    Unfortunately, many of these moves cannot be really "taught," so much as
    "learned," since you will have to take into account speed and timing: something
    which cannot be easy conveyed via text. Finding a good teacher will help you,
    finding a good clan is even better.
    Note: All k-Style moves assume you have a melee equipped unless stated.
      VIA. Movement
          VIA1. Jump-Dashing
    Same thing as noted in 'IIB4. Air Dash,' but I felt it had to be added again to
    highlight the relevence to k-Style. For the beginning to intermediate k-Styler,
    jump-dashing is the best way to get around.
      1: Jump
      2: Dash (any direction)
    Difficulty: *
    Notes: If you happen to do this very quickly, to others (and in replays) it
    will appear that you will be sliding along the ground.
    Practice: Go find an open space and drill yourself in dashing different ways.
    I suggest left/right, forwards/backwards, and then clockwise/counterclockwise.
          VIA2. Pogo
    Pogo-ing is a variation of jump-dashing that allows you to maintain dashing
    speed via momentum, even with your gun out.
      1: Jump
      2: Dash (hold direction)
      3: Jump (each time you hit the ground)
    Difficulty: *
    Notes: Not hard to do by any standard, but it has some use. This move uses the
    momentum from the dash to maintain speed when you jump, therefore you can still
    keep moving at a quick pace in a given direction, even with your gun out. You
    will immediately lose all momentum if you change directions.
          VIA3. Canceling
    Canceling is stopping a particular movement by canceling it using another move
    with a higher priority. By canceling, it allows you to tack on more to an
    otherwise regular move. Most canceling involves either slashing, blocking, or
    For example: slashshot allows you to slash with a sword/kodachi, switch your
    melee out for a gun and shoot when you land. The block in Butterfly cancels
    the slash animation, but
    still allows the slash to go through. This is the basic component of k-Style
    and advanced moves.
    This all depends on what particular movement you're doing.
      ...IF wallrunning: Jump or slash or block
      ...IF jumping: Slash
      ...IF slashing: Block
    For example, a wallrun canceled into a slashshot:
      1: Start the wallrun
      2: Press jump to cancel the wallrun. You'll flip off the wall.
      3: While flipping, slash to cancel the flip and hold the slash.
      4: While canceling the flip, switch to a gun and the gun will fire.
    That's three cancels in a row.
    Difficulty: Varies
    Notes: As I've said, canceling is the basic component of k-Style attacks and
    movement. Learning this is essential. Some k-Style attacks combine multiple
    cancels in a row, like a flashstep. The secondary attack (right-click) can
    also be used for SOME cancels.
          VIA4. Multiple Wall Jumping
    I call this "wallslashing." This move basically allows you to fly, and scale
    walls more efficiently than a vertical wallrun would. Those who are great at
    this move won't touch the ground unless they want to.
      1: Jump (towards a wall)
      2: Slash
      3: Dash (towards the wall)
      4: Repeat
      1: Jump
      2: Dash
      3: Slash
      4: Switch (to gun)
      5: Switch (to melee)
    Difficulty: **
    Notes: To optimize this, slashing and jumping must be done near
    simultaneously. If done too slowly, you will wall flip instead of climb up the
    What most people neglect to recognize is that this move can be done facing
    parallel to the wall, or even facing away from the wall. This makes it easier
    to return fire on an opponent who may be below you or behind you. A caveat: if
    your camera is facing DOWN or UP, you will not be able to catch the wall and
    you will fall.
    Some multiple walljumps actually involve full flips instead of just
    wallslashing. There are a few instances when it's more helpful to flip off a
    wall. For instance, horizontally wallrunning down a wall in the alley, then
    flipping off the wall at the end of the alley.
    This also is doable with a dagger, but more difficult since the stab will cause
    you to bounce off the wall instead of climb straight up it.
    Practice: Go find some walls and practice climbing up one, then climbing up
    one and jump over to another. If you're really serious, practice not touching
    the ground. Town and Arena are good playgrounds, since they offer plenty of
    even, flat walls for you to use.
          VIA5. Multiple Wall Running
    Exactly like the name implies: running on multiple walls consecutively. Very
    Matrix. This is helpful for positioning yourself for aerial attacks, especially
    rockets from above.
      1: Start normal wallrun
      2: Jump (off the wall)
      3: Slash (to cancel the jump)
      4: Dash (towards the wall at ~23-45 degrees)
      5: Jump, jump (tap twice quickly when on the wall to start new run)
    Difficulty: ****
    Notes: This move, while easy in concept, is incredibly hard to master. The
    hardest part of this whole move is learning exactly what angle to approach
    the wall at, then being able to grab the wall. This will most likely take days
    for you to become slightly proficient at. Just like multiple wall jumping, if
    you are looking up or down, this will not work.
    Strangely, some walls are much easier to wallrun off than others. If you're
    having trouble, sometimes quickly turning away and back towards the wall as you
    jump off it will help you angle yourself better for the next run. Pressing
    space more than once may also help if your timing is off.
    Surprisingly, using a dagger makes it much easier to do multiple runs. As with
    regular wallruns, attempting to do multiple wallruns with a gun is incredibly
    easy to do as well. Try dashing at the wall with your sword, but switching to
    your gun so you can double-tap jump and grip the wall.
    Practice: Go to the Town or Arena and practice multiple wallruns on the same
    wall. Practicing going the same direction on a single long wall, like in the
    Arena, is easier to start with. Then you can go into Town and practice
    wallrunning back and forth on the same wall. Once you've gotten that down,
    practice wallrunning around the entire Arena or off multiple walls in town.
          VIA6. Propel
    This move is to get you off the ground very quickly, and "propel" you into the
    air, with just a single slash.
      1: Approach wall at ~23-45 degree angle.
      2: Jump (towards the wall, you can either dash or just forward jump)
      3: Slash (the wall as soon as you touch it)
    Difficulty: **
    Notes: This isn't a particularly hard move to do, but it's effective for
    getting you airborn fast. The hardest part of this move is gauging your
    distance to the wall and timing the slash, and that's about it.
    In reality, propel is a canceling move that happens fast enough that it
    appears to be one move. What propel really is, is a wallrun that gets almost
    instantly cancelled with a jump slash.
    Practice: Any wall will do fine, but Town is usually the best.
      VIB. Attacks
          VIB1. Void Step
    A dashing block-slash. The main purpose to use this is if you're new to
    k-Style, and need to learn how the mechanics of butterfly works.
      1: Dash
      2: Slash
      3: Block (at the end of the slash)
    Difficulty: *
    Notes: This is basically a canceling-dash. By repeatedly using this move, you
    do a quick burst forward followed by a block-slash. The timing in this move
    needs to be a bit slower than normal canceling, since the blocking animation
    will override the slash very quickly. Despite being a stepping stone for
    another move, it actually has its uses. Depending on your skills, this can used
    in melee combat, and to counter Butterfly if they happen to come straight at
          VIB2. Light Step
    This is an advanced jump-slash, or perhaps an easier Flashstep.
      1: Jump
      2: Dash
      3: Slash
      4: Dash
    Difficulty: **
    Notes: A simple move to do, but it has its uses. First of all, this move is
    very similar to Flashstep, in that it allows you to dash twice in succession
    but also attacking in between. It is best used by dashing one direction, but
    using the second dash another direction.
          VIB3. Slashshot
    The single most recognized move of k-Style. It's designed to slash a person
    with a sword while almost simultaneously blasting them with your weapon of
    choice. At long range, it's used to confuse movement.
      1: Jump
      2: Dash
      3: Slash (and hold)
      4: Switch (to gun)
      5: Gun fires
    Difficulty: ***
    Notes: While this is technically a melee-to-close-range move for offensive
    attacks, it's not uncommon to have people who do it at mid-range and
    long-range as evasive maneuvers. Generally, the best weapons to use for
    slashshot are shotguns and rocketlaunchers, since they have a large damage
    radius, but occasionally you'll see people do it with revolvers, pistols,
    or automatics. People who use automatics will usually use them to chip life
    away, as opposed to powerful single shots. Revolvers and pistols are
    popular with some people, but accuracy is a must.
    Once you've mastered doing this forwards, it is imperative that you learn how
    to do it sideways, and then learn how to jump to one side then slashshot the
    other way. It's far more common and also more effective if it's used sideways
    rather than forwards. There are many ways to use this move besides just
    sideways: you can do it off walls and use it to climb up them.
    It's not uncommon to break this move up as well. An application to learn is how
    to jump in and slash with your sword, but then to dash backwards and shoot
    before people can react.
    Once you've learned how this works, you can pretty much understand how
    other techniques work from here on.
          VIB4. Butterfly
    Another well-known move of k-style, it practically dominates melee combat and
    is one of the few melee-only k-style moves that don't involve switching
    weapons to cancel. In gladiator matches, you're guaranteed to see players
    butterflying around each other like a dance, trying to chip off their
    opponent's HP.
      1: Jump
      2: Dash
      3: Slash
      4: Block
    Difficulty: ***
    Notes: Butterfly is technically an easy move to do, it's just very difficult
    to master. You're doing a light step that gets canceled with a block
    Practice: The best way to know you're butterflying right is to do it against
    a wall and watch your slashes appear. Any large wall will do.
          VIB5. JSD
    An alternative to Slashshot, but involves no actual canceling. It's a bit
    slower because of that fact, but because it's also useable by dagger, it
    has its redeeming qualities.
      1: Jump
      2: Switch (to gun)
      3: Shoot
      4: Switch (to melee)
      5: Dash
      6: Gun fires
    Difficulty: ***
    Notes: I find this move actually harder to perform and utilize than slashshot.
          VIB6. Half Step
    A Half Step is an evolved form of Slashshot, using an extra streakless dash
    after the shot as an evasive maneuver.
      1: Jump
      2: Dash
      3: Slash
      4: Switch (to gun)
      5: Dash
    Difficulty: ***
    Notes: The difficulty with this move besides performing it, is trying to make
    sure your shots land where you want them to. The shot will fire as soon as you
    land, right before the second dash comes out, but depending on how you perform
    this technique, it may fire during the second dash. I feel this is one of the
    moves that it's okay to use scrollwheel on.
          VIB7. Half-Half Step
    As if Half Step wasn't good enough, there's Half-Half Step. This move not only
    uses a streakless dash, but a jump right before, causing a sort of bouncing
      1: Jump
      2: Dash
      3: Slash
      4: Switch (to gun)
      5: Jump
      6: Dash
    Difficulty: ****
    Notes: The most difficult part about this move is getting the extra jump into
          VIB8. Flashstep
    This happens to be my favorite attack. This doubles as an attack and also a
    movement technique, so it's incredibly useful. Because it slashes, you can use
    it for an alternative aerial melee attack (like butterfly), because of the dash
    you can use it as an alternative to dashing altogether, and you can also scale
    walls with it faster than normal wall climbing.
      1: Jump
      2: Dash
      3: Slash
      4: Switch (to gun)
      5: Switch (to melee)
      6: Dash
    Difficulty: ***
    Notes: If you happen to do this very quickly, to others (and in replays) it
    will appear that you will be sliding along the ground.
    Practice: Go find an open space and drill yourself in dashing different ways.
    I suggest left/right, forwards/backwards, and then clockwise/counterclockwise.
          VIB9. Swapshot
    Using a non-automatic weapon, this technique produces faster fire in slower
    weapons. Revolvers, rockets, and especially shotguns benefit well from this.
    It's easy to do, and that makes it efficient for dishing out damage faster.
      1: Pull out weapon 1
      2: Hold left-click (gun fires)
      3: Switch to weapon 2 (gun fires)
      4: Switch to weapon 1 (gun fires), etc.
    Difficulty: **
    Notes: This move is actually different depending on what weapon you're using
    at the time. Shotguns are easy to swapshot, since their switching time leaves
    enough delay that you don't have to worry timing it - hold left click and swap
    like hell!
     +--------------+ Nothing's scarier than the sound of a 10 shot rocket salvo.
     |ROCKETLAUNCHER| Rockets are very easy to swapshot, but they do require a
     +--------------+ slower switch. Once the first rocket fires, switch to the
     second. If you do it too fast, you might end up canceling the shot.
     One of the unique things about rockets is that you can spam a 1-2 combo of
     rockets if you time it just right. While holding the first rocketlauncher
     left-click and hold. As soon as the rocket fires, press weapon 2. If you time
     it just right, you'll fire two rockets faster than you normally could if you
     just swapshotted them. This only works for the first two rockets, and
     continuing to swapshot will only send them at their normal rate of fire.
     +--------+ Again, revolvers are different than shotguns when swapshotting. 
     |REVOLVER| Switching between weapons too quickly will cancel the shots very
     +--------+ easily, so you have to take your time while doing it. You can
     speed up the shots however: constantly moving while you swapshot produces
     faster firing rates than when you stand still. Rock your character backwards
     and forwards while you fire. Swapshotting revolver shots can drop enemies
     very fast, provided you can aim.
          VIB10. Reloadshot
    If swapshot didn't do it for you, there's reloadshot (RS). Reloadshot is an
    advanced swapshot, in that it allows you to fire your gun even faster than
    it would normally. Once you've gotten to expert channel, many people know
    this. While it is possible to RS with weapons other than shotguns, the timing
    is much different and much harder to perfect. A direct RS is enough to either
    critically damage a full-health player, and outright kill most people who are
    already wounded.
      1: Pull out shotgun 1
      2: Hold left-click (gun fires)
      3: Tap reload immediately
      4: Switch to shotgun 2 (gun fires)
      5: Tap reload immediately
      6: Switch to shotgun 1 (gun fires), etc
    Difficulty: ****
    Notes: Initially, very hard to learn, but it becomes second nature quickly.
    The reason why it's ranked as **** difficult is that it takes the average
    person a few days to actually pick it up to a functional level.
    What is going on in this technique is that you're firing your shotgun, and
    the reload cancels the delay on switching. Once you switch, you're firing
    again and canceling the post-shot delay with another reload.
    Practice: To simplify the explanation for this, do the following:
      1: Pull out shotgun 1
      2: Left click and press R simultaneously, hold left click
      3: Press weapon 2 and R simultaneously
      4: Press weapon 1 and R simultaneously
    While this is a much-simplified explanation of how to do it, you'll learn
    it quicker than just following the step directions. The real key taps for
    this technique is more precise. The rhythm for this move is like a gallop.
    When you can continuously do this, then you've learned it correctly.
      VIC. Instant Kills
    Instant Kills, also known as Insta-kills, are a series of techniques and
    combos that, if performed correctly, can critically injure or outright kill
    an opponent.
      VID. Miscellaneous
          VID1. Quickmedding
    While not complex by any means, this technique drastically decreases the time
    it takes you to drop medkits and therefore keeps you alive longer.
      1: Hold W (forward) and run straight into a wall. 
      2: Take out medkit #1, left-click simultaneously
      3: Take out medkit #2, left-click simultaneously
    Difficulty: *
    Practice: The only thing you really need to know about this technique is that
    you can only med stream different kinds of meds, not the same kind. Basically
    switch between different kits while pressing left-click at the same time you
    press whichever key you use meds for. This also works for grenades to a small
          VID2. Superdash
    Useless Move #1. It's an air dash, but with no dashing animation.
      1: Fall for 3 seconds
      2: Dash repeatedly
    Difficulty: *
    Notes: The most interesting thing about this move is that it can be done with
    a gun in hand, but you'll still dash. This is applicable in that you can reload
    while in the air and moving very fast.
    This is a glitch of course, but some people use it to great effect. There is
    actually different timing for the fall between male and female characters;
    females are able to dash a few fractions of a second earlier than males can.
    Practice: There are only three areas where you can do this without having to
    use collision glitches: Island, Stairway, and Dungeon. All three of these areas
    have pits, which make them vertically large levels.
          VID3. Slide Dance
    Useless Move #2. It locks your character animation while you slide.
      1: Slash
      2: Block (at the end of the slashing animation)
      3: Jump (your character shouldn't show it jumping)
      4: Tap any direction
      5: Any emote
      4: Dash any direction
      5: Any emote
      6: Right-click (uppercut)
      7: Cancel the right-click with a block.
      8: Continue sliding.
    Difficulty: ****
    Notes: This has no applicable use besides being amusing. It's also very hard
    to pull off because of the very exact timing. You must slash, then block at the
    end of the slashing animation, then press jump. Your character should not jump,
    but should just stand there. When you press a direction, your character should
    slide that direction, not run. If you just tap a direction, you'll slide in
    that direction slowly, and you can change directions by just taping another
    You can also double-tap a direction to dash in a direction, and you'll slide
    very quickly. The difference is that you can't change directions like you can
    with a single tap of a direction.
    Optionally, you can use an emote while you're doing this and they should
    continue sliding while emoting. The longer the emote animation, the longer you
    will slide for.
    To cancel the slide, press secondary attack (uppercut). Likewise, you can keep
    sliding by canceling the uppercut with a block, and then pressing whatever
    direction you want to go.
          VID4. Hangjump
    Useless Move #3. Jumping multiple times in a row with your sword above your
      1: Hold right-click (melee equipped)
      2: Hold any direction
      3: Jump
    Difficulty: *
    Notes: I'm sure this goes by other names, but it's nothing to debate over,
    since this move is practically worthless beyond entertaining. You're
    wallhanging, but with no wall, so you continually jump with your melee held
    above your head.
    VII. Equipment
    I never realized how much a pain making an items section was until I made one
    myself. Anyway, items marked with a * means they're items worth taking a look
    at, because they're either very powerful or unique.
      VIIA. Guns
        VIIA1. Pistols
    A fair-damage weapon with decent repeat rate; often a starting weapon. They
    are fairly accurate, more accurate than revolvers but not as threatening on
    the damage scale. They have a decent critical rate. The weapon's greatest
    strength is that it is adequate in close, mid and long ranges.
     * The Good: Larger clip than revolvers, quicker fire.
     * The Bad: Does less damage than revolvers. Highest level revolver has only 6
    more bullets and the same power as the level 26.
    | Raptor 50     |  0  |  20   |   7    | 10/60 |   7    |  250  |
    | Raptor 50 X2  |  0  |  40   |   14   | 10/60 |   14   |  250  |
    | Raptor 80     |  5  |  200  |   7    | 12/72 |   8    |  200  |
    | Raptor 80 X2  |  7  |  360  |   14   | 12/72 |   16   |  200  |
    | Raven 5       |  6  |  300  |   8    | 10/60 |   10   |  250  |
    | Raven 5 X2    |  8  |  540  |   16   | 10/60 |   20   |  250  |
    | Raptor 120    | 10  |  500  |   7    | 12/72 |   9    |  200  |
    | Raptor 120 X2 | 12  |  900  |   14   | 12/72 |   18   |  200  |
    | Raven 6       | 14  |  800  |   8    | 14/84 |   12   |  220  |
    | Raven 6 X2    | 16  |  1440 |   16   | 14/84 |   24   |  220  |
    | Raptor 160    | 24  |  2500 |   8    | 13/78 |   11   |  180  |
    | Raptor 160 X2 | 26  |  4500 |   16   | 13/78 |   22   |  180  |
    | Raven 7       | 32  |  5000 |   9    | 15/90 |   13   |  210  |
    |*Raven 7 X2    | 34  |  9000 |   18   | 15/90 |   26   |  210  |
    | Raptor 200    | 40  |  8000 |   8    | 14/84 |   11   |  160  |
    |*Raptor 200 X2 | 42  | 14400 |   16   | 14/84 |   22   |  160  |
        VIIA2. Revolvers
    A high-damage weapon with few rounds. They have an incredibly good critical
    rate, often ignoring AP entirely. Can be dual wielded. An alternative series of
    Revolvers, the Dynax series, offers higher clip size and refire rate at the
    cost of some damage. They are somewhat accurate and thus can be used fairly
    well at close and long range, but their real strength lies in mid range combat.
     * The Good: Large damage per bullet, fairly accurate.
     * The Bad: Heavier than pistols, slower.
    | Minic 567             |  0  |  20   |   8    | 6/48  |  16    |  400  |
    | Minic 567 X2          |  0  |  40   |   16   | 6/48  |  32    |  400  |
    | Dynax 7000            |  5  |  220  |   7    | 8/64  |  14    |  300  |
    | Dynax 7000 X2         |  7  |  396  |   14   | 8/64  |  28    |  300  |
    | Minic 567 Limited     |  7  |  340  |   8    | 6/48  |  18    |  400  |
    | Minic 567 Limited X2  |  9  |  612  |   16   | 6/48  |  36    |  400  |
    | Zaurus A              |  10 |  550  |   7    | 6/48  |  20    |  400  |
    | Zaurus A X2           |  12 |  990  |   14   | 6/48  |  40    |  400  |
    | Phantom Cruise        |  16 |  1200 |   9    | 6/48  |  22    |  400  |
    | Phantom Cruise X2     |  18 |  2160 |   18   | 6/48  |  44    |  400  |
    | Phantom Cruise N      |  21 |  2500 |   8    | 6/48  |  23    |  400  |
    | Phantom Cruise N X2   |  23 |  4500 |   16   | 6/48  |  46    |  400  |
    | Dynax 8000            |  26 |  4000 |   7   | 8/64   |  18    |  300  |
    | Dynax 8000 X2         |  28 |  7200 |   14  | 8/64   |  36    |  300  |
    | Minic 567 Mk. II      |  34 |  7000 |   8   | 6/48   |  25    |  400  |
    |*Minic 567 Mk. II X2   |  36 | 12600 |   16  | 6/48   |  50    |  400  |
    | Zaurus B              |  42 | 12000 |   8   | 6/48   |  25    |  360  |
    |*Zaurus B X2           |  46 | 21600 |   16  | 6/48   |  50    |  360  |
        VIIA3. Shotguns
    This weapon blasts out 12 low-damage pellets at a slow refire rate. The
    standard shotgun is called the "Breaker". The advanced version, the "Avenger",
    displays much higher firepower at the expense of reduced ammo. The weapon is
    very inaccurate. Shotgun blasts are soaked up easily by AP due to the low
    critical rate on the pellets. Its potential and damage are highest in close
    range combat.
    The Good: Very powerful in close range combat, good for k-Style.
    The Bad: Low ammo capacity, range-limited.
    | Breaker 3       |   5   |  200  |  15   | 3/15  |  6    | 1100  |
    | Breaker 5       |   10  |  800  |  18   | 5/25  |  6    | 1000  |
    | Breaker 6       |   15  |  1600 |  20   | 5/25  |  7    | 1000  |
    | Breaker 7       |   30  |  8000 |  20   | 5/25  |  8    | 1000  |
    |*Avenger         |   30  |  9000 |  15   | 2/10  |  10   | 1200  |
    |*Breaker 8       |   45  | 20000 |  20   | 5/25  |  9    | 1000  |
    |*Avenger Mk. II  |   45  | 24000 |  16   | 2/10  |  11   | 1200  |
        VIIA4. SMGs
    Sprays out bullets at low accuracy at a 80 to 120ms delay. The dual wield
    versions are very powerful during the first 10 levels or so. Multiple different
    models offer different fire rates, weapon damage, accuracy, weight and clip
    size. They are close to mid range weapons, as they are hard to dodge at
    mid-range due to the "damage cone". It's often used in deathmatches.
    The Good: Fast spray, good damage.
    The Bad: Heavy, horribly inaccurate.
    | Renard          |   0   |  30   |  15   |32/160 |   7   |  90   |
    | Renard X2       |   0   |  60   |  30   |32/160 |  14   |  90   |
    | Walcom S5       |   10  |  750  |  15   |36/180 |   8   |  90   |
    | Walcom S5 X2    |   13  |  1350 |  30   |36/180 |  16   |  90   |
    | Ellan           |   10  |  700  |  12   |60/300 |   5   |  90   |
    | Ellan X2        |   12  |  1260 |  24   |60/300 |  10   |  90   |
    | Renard V        |   24  |  2800 |  15   |32/160 |   7   |  85   |
    | Renard V X2     |   27  |  5040 |  30   |32/160 |  14   |  85   |
    | Walcom S6       |   24  |  2800 |  16   |36/180 |   9   |  95   |
    | Walcom S6 X2    |   27  |  5040 |  32   |36/180 |  18   |  95   |
    | New Renard V    |   36  |  5600 |  15   |40/200 |   8   |  80   |
    | New Renard V X2 |   39  | 10080 |  30   |40/200 |  16   |  80   |
    | Walcom XL       |   36  |  5800 |  14   |32/160 |   9   |  95   |
    | Walcom XL X2    |   39  | 10440 |  28   |32/160 |  18   |  95   |
    | Renard VI       |   45  | 12000 |  14   |40/200 |   8   |  80   |
    |*Renard VI X2    |   48  | 21600 |  28   |40/200 |  16   |  80   |
    | Walcom XLS      |   45  | 12000 |  14   |32/160 |  11   |  95   |
    |*Walcom XLS X2   |   48  | 21600 |  28   |32/160 |  22   |  95   |
        VIIA5. Rifles
    The most accurate weapon also has the pleasure of having the gun with the best
    fire rate. The most accurate and quick to fire model, the Maxwell, is also the
    most popular, although other models offer more damage per bullet and varying
    clip sizes. It does decent damage and is suitable at close and mid range,
    although it is most useful at long range.
    The Good: Good fire rates, good for putting a bullet *THERE*
    The Bad: Eats ammo quickly.
    | Nico R2           |   5   |  400  |  15   |32/160|  11  | 120 |
    | Nico R5           |  10   |  1500 |  18   |32/160|  12  | 110 |
    | walcom Warrior 77 |  15   |  2800 |  20   |34/120|  15  | 100 |
    |*Maxwell LX30      |  18   |  3000 |  20   |40/200|  13  |  80 |
    | Nico R6           |  26   |  6000 |  18   |36/160|  15  |  90 |
    | Maxwell LX40      |  34   | 12000 |  20   |40/200|  14  |  80 |
    | Nico R7           |  42   | 24000 |  18   |40/200|  16  |  90 |
    |*Walcom Warrior 88 |  50   | 28000 |  20   |32/160|  19  | 100 |
        VIIA6. Rocketlauncher
    Shoots high damaging rockets that do splash damage with a low critical rate,
    and thus soaked up easily by AP. There are two versions, a high-ammo,
    mid-damage lighter model set with a decent fire rate, and a low-ammo,
    high-damage heavier model set with a slower fire rate. The user cannot run up
    walls and recieves a movement speed penalty of -10%. Strictly a mid range
    weapon, as being too close may result in damaging oneself and being too far
    makes it very predictable. It's often used in deathmatches.
    The Good: Large area of splash damage, largest damage in game.
    The Bad: Slow rate of fire, heavy. No wall runs, -10% speed.
    |Maxwell RW-66   |   10  | 2000  |  30   | 4/16  |  30   | 1000  |
    |Walcom L1       |   15  | 3200  |  30   | 3/12  |  50   | 1200  |
    |Maxwell RW-77   |   20  | 5200  |  28   | 5/20  |  35   |  900  |
    |Walcom L1 mk. II|   30  | 12000 |  30   | 3/12  |  55   | 1200  |
    |Maxwell RW-88   |   40  | 24000 |  28   | 5/20  |  36   |  800  |
    |*Walcom L2      |   50  | 50000 |  25   | 4/16  |  55   | 1200  |
        VIIA7. Machinegun
    The biggest automatic weapon is available only to characters who have achieved
    levels 25 and higher. The user cannot run up walls and recieves a movement
    speed penalty of -10%. This gun is the most inaccurate machine gun, shooting at
    medium delay, but the biggest advantage is its huge clip size it rarely, if
    ever, needs to reload, and thus can be held down and fired for a very long
    time before needing to reload. There is only one model, and each new
    machinegun simply increases the damage dealt per bullet by 1. Close to mid
    range weapon, particularly because they are hard to dodge at mid-range due to
    the "damage cone". It's often used in deathmatches.
    The Good: Decent fire rate, rarely needs to be reloaded. Produces a veritable
     wall of bullets.
    The Bad: Heavy; no wallruns, -10% speed. Long reload time. For every 10 levels,
     you only gain 1+ to damage.
    |*Nico MG-K8  |   25  | 8000  |  28   |120/240|  16   |  100  |
    | Nico MG-K9  |   35  | 16000 |  28   |120/240|  17   |  100  |
    | Nico MG-KX  |   45  | 32000 |  28   |120/240|  18   |  100  |
      VIIB. Melee
        VIIB1. Dagger
    Dagger: Stabs opponents. The primary attack is a stab and can has uses from
    stopping enemies from attacking, persuading enemies to draw their melee weapon
    or infinitely stabbing enemies in a corner. The alternate attack is a lunge
    that knocks your opponent back severely and leaves him open for enemy fire,
    although this attack has terrible recovery and can easily be safe-falled. You
    can use it to climb walls by jumping at a wall and right clicking.
    Close range. Daggers cannot block.
    The Good: VERY fast, easy to repeatedly shank people.
    The Bad: Can't block, everybody will hate you. Secondary attack leaves you wide
    |   NAME                | LEVEL | PRICE |WEIGHT |DAMAGE |DELAY  |
    | Rusty Dagger          |   0   |    20 |   5   |   8   |  366  |
    | Iron Dagger           |   5   |   200 |   5   |   9   |  356  |
    | Military Dagger       |   9   |   400 |   6   |  11   |  356  |
    | Light-weight Dagger   |  18   |  1000 |   4   |  10   |  346  |
    | High-end Dagger       |  27   |  2500 |   6   |  12   |  351  |
    | Phantom Slaying Dagger|  36   |  5000 |   4   |  13   |  356  |
    | Warlord's Gutripper   |  45   | 10000 |   6   |  14   |  346  |
        VIIB2. Sword
    Sword: Slashes at opponents. The primary attack is a normal slash which can be
    done three times for an attack string. The alternate attack is an uppercut that
    sends your opponent flying into the air (they cannot move even if they
    safe-fall in mid-air, and thus uppercutting people off into pits is a popular
    tactic, particularly in Dungeon where there are many suitable spots where the
    player is nearly invincible as long as he/she is uppercuting), which leaves
    your enemies prone mid air or on the floor if they did not safe fall, where
    they can be shot or followed up with a mid-air attack. You can use it to climb
    walls by jumping at a wall and right-clicking. Close range.
    The Good: Most single powerful melee strike, lighter than kodachi.
    The Bad: Slower than kodachi, has a only three hit combo.
    |   NAME              | LEVEL | PRICE |WEIGHT |DAMAGE | DELAY |
    | Rusty Sword         |   0   |  20   |  10   |   15  |  359  |
    | Iron Sword          |   5   |  300  |  10   |   16  |  359  |
    | Military Sword      |  10   |  600  |  12   |   18  |  349  |
    | Light-Weight Sword  |  20   |  1500 |   9   |   15  |  339  |
    | High-Class Sword    |  30   |  3600 |  13   |   20  |  339  |
    | Devil Slayer        |  40   |  7200 |  11   |   22  |  339  |
    | YONG-WOL-RANG       |  50   | 15000 |  12   |   24  |  329  |
        VIIB3. Kodachi
    Kodachi: Two swords instead of one. The primary attack consists of a very
    quick slash with very low delay that can be repeated often if timed
    correctly, or can be done five times as an attack string. The alternate
    attack is a quick cross-slash that knocks your enemies into the air much
    like a sword uppercut. It has shorter range than normal swords.
    The Good: Faster than swords, has a five hit combo.
    The Bad: Heaviest of all melee and yet still inferior to swords
    |Iron Kodachi           |   10  |   850 |  18   |  14   |  290  |
    |Light-Weight Kodachi   |   21  |  2000 |  14   |  15   |  280  |
    |High-End Kodachi       |   32  |  5000 |  18   |  16   |  280  |
    |Red Blood              |   43  | 10000 |  20   |  18   |  260  |
      VIIC. Tossables
        VIIC1. Frag Grenades
    Frag Grenade: Thrown and after a set amount of time blows up, dealing damage to
    anyone in the vicinity of the explosion. At full health it is almost impossible
    to be killed by a single grenade unless you are standing on the grenade with
    100 HP and 0 AP.
    The Good: Great for flushing people out.
    The Bad: These should only be added if you have spare weight.
    |Canox FG1    |  0  |  200  |   2    |   2  |  100   |  1500 |
    |Canox FG2    | 11  |  500  |   3    |   3  |  100   |  1500 |
    |Canox FG3    | 22  |  1000 |   4    |   4  |  100   |  1500 |
    |Canox FG4    | 33  |  2000 |   5    |   5  |  100   |  1500 |
    |Canox FG5    | 44  |  4000 |   6    |   6  |  100   |  1500 |
        VIIC2. Flash Grenade
    Flash Grenade: Bursts into a flash of light, blinding and deafening anyone in
    the vicinity.
    The Good: Good to lob into a crowd of noobs or people with sensitive hearing.
    The Bad: Utterly useless otherwise.
    |Canox FB1    |  0  |  200  |   2    |   2  |  1500 |
    |Canox FB2    | 10  |  400  |   3    |   3  |  1500 |
    |Canox FB3    | 20  |  1000 |   4    |   4  |  1500 |
    |Canox FB4    | 30  |  2000 |   5    |   5  |  1500 |
    |Canox FB5    | 40  |  4000 |   6    |   6  |  1500 |
        VIIC3. Smoke Grenade
    Smoke Grenade: Releases a cloud of smoke, blurring the vision of that area. It
    also has the effect of making the area "laggy", and if someone were to
    wallclimb near the area, they would lose control and fall if not careful.
    The Good: ???
    The Bad: Completely useless unless used en masse. Also causes lag.
    |Canox SG1    |  0  |  200  |   2    |   2  |  1500 |
    |Canox SG2    | 10  |  400  |   3    |   3  |  1500 |
    |Canox SG3    | 20  |  1000 |   4    |   4  |  1500 |
    |Canox SG4    | 30  |  2000 |   5    |   5  |  1500 |
    |Canox SG5    | 40  |  4000 |   6    |   6  |  1500 |
        VIIC4. Medical Kit
    Medical Kit: Tosses a red med kit onto the ground. Running over it restores a
    minimal amount of HP.
    The Good: Heals HP.
    The Bad: Heals nowhere near enough HP, best used with Repair Kits.
    |Medical Kit MK-1  |  0  |  400  |   5    |   2  | 1000  |
    |Medical Kit MK-2  |  20 |  5000 |   6    |   3  | 1000  |
    |Medical Kit MK-3  |  40 | 20000 |   7    |   4  | 1000  |
        VIIC5. Repair Kit
    Medical Kit: Tosses a green repair kit onto the ground. Running over it
    restores a minimal amount of AP.
    The Good: Heals AP.
    The Bad: Heals nowhere near enough AP, best used with Medical Kits.
    |Repair Kit MK-1   |  0  |  400  |   5    |   2  | 1000  |
    |Repair Kit MK-2   |  20 |  5000 |   6    |   3  | 1000  |
    |Repair Kit MK-3   |  40 | 20000 |   7    |   4  | 1000  |
    VIII. Glitches
     * The Island is full of invisible floors, especially on ledges.
     * One of the small wooden bridges on the Island map has an invisible floor
    right under the edge of the hole.
     * When you uppercut someone on the ground, it makes the "connect" noise but
     no damage.
     * Many small alleys, especially in the Town map, are full of zero-g spots. You
    can cartwheel between the walls repeatedly and never touch ground. You'll float
    in between the two walls, flipping over and over. You can also wallslash
    between them repeatedly.
     * Wallrun Pause: Charge up a massive strike, and wallrun up the wall on a
    flight of stairs. Unleash the massive strike once your character is touching
    the stairs when they run. Your character should freeze in place for about 2-3
    seconds but their legs will still be running. For an added glitch,when you
    freeze, continue holding left-click and swap out your sword for a gun. When you
    eventually jump off the wall, your gun will swap out and fire. If you continue
    slashing with your sword, you should cancel the direction and be able to land
    on another surface.
     * If you wallrun on the Dungeon's stairs, you'll run across the doorway like
    it was a wall! You can even pause on the doorway too, just like it was a wall.
     * By standing directly on top of and looking at a flashbang, you can nullify
    it blinding you. The only thing you'll get is the annoying ringing-ear sound.
    IX. Quest Mode
    X. General Philosophy
    In this part of the FAQ, I'm going to expound on some of my opinions about Gunz
    and about the general Gunz community.
      XA. On 'Style'
    Playing style is something that gets discussed quite often in the Gunz
    community, with the popularity of k-style, and more recently d-style. It's
    getting to the point where people know how to k-style fairly well just as they
    get in to Expert Channel. It's very common, by the mid-20s, that nearly
    you will see uses k-style. Everyone puts their own spin and variety into their
    own particular style of play, but in the strictest sense, it still falls under
    the broad term of k-style. Whether you are slashshotting on the ground,
    slashshotting to the sides, or jumping off the wall while slashshotting an an
    opponent below, you are still in fact, k-styling. Giving names to particular
    branches of style is extraneous and unnessecary: you are simply a k-styler who
    uses a certain pattern as a method of attack.
    But what is a 'style?' The dictionary defines style as: "The way in which
    something is said, done, expressed, or performed: a style of speech and
    writing." This pertains to Gunz in that, you must learn this particular style
    of play. You do not automatically learn how to slashshot, as you would in other
    games. You learn to do this.
    People will say, 'What of e-style?" To be quite blunt, e-style is a misnomer,
    and in fact should not even exist, nor should anyone refer to themselves as an
    e-styler. If you are a k-styler and are reading this, what were you before you
    started to k-style? You did not butterfly, you did not use slashshot. You most
    probably used automatics and tumbled. You might have been advanced enough that
    you switched to melee to run. You were what some people refer to as an
    e-styler. Did you think you had a style back then? Most likely no, you were
    just shooting to survive and using whatever came to mind to get your kill. You
    did not learn anything, because there was nothing to learn; no moves, no
    complicated sequence of keys to tap, no timing. Would it not be fair to say,
    since you had nothing to learn, that there simply was no style?
    Calling e-style a style would be very much like calling 'bald' a haircolor.
    A more appropriate comparison would be like martial art styles. If you did not
    do Tae Kwon Do, or had never practiced in a dojo in any particular style, what
    would you call yourself? The lack of style does not make it another style.
    So what is a 'style' in terms of Gunz? The most general definition of style in
    this context, is that you have a model of fighting with a general moveset of
    techniques based around your melee weapon, since it affects how you move.
    Notice, I do not mention tactics or firearms. You can k-style with a rifle,
    rockets, or even SMGs if you want, though their effectiveness varies depending
    upon the situationn. Likewise, tactics also change depending on the situation,
    and will tend to change very quickly.
    The thing about k-style that most critics do not see is k-style's adaptability.
    They see it as just people jumping around while slashing, blocking, or firing.
    People who say such things don't seem to realize that k-style is versatile and
    can be used in any environment in the game. It's much easier to see the power
    of k-style when the practicioner knows full well the inherent weaknesses of
    k-style. Knowing your weaknesses makes you stronger than being ignorant of
    Tactics, of course, are entirely situational, and therefore saying that, "If
    so-and-so does X, I will do Y," will more likely than not fail in the long-run.
    Remember, you are playing against other people, who may or may not be as
    clever as you. This is not an AI. "If X, then Y" is too rigid a thought-process
    in the fast-paced, action that is Gunz the Duel. The best "tactic" is total
    adaptability, not holding strictly to any particular method of combat. Do not
    misunderstand me, learning many tactics are a good thing, but do not expect to
    utilize them in every situation. Your "hide behind the wall and take potshots"
    tactic works great until you get a pointblank shot with an Avenger. Be organic!
    Knowing the traps of your own methods of combat, as well as your enemy's, is as
    important as knowing the drawbacks of their weapons. Every weapon in the game
    has a weakness that is inherent to them, and you should learn to use this to
    your advantage. Shotguns of course, are not particularly effective at long
    range. The same can be said of SMGs. Rifles do not do large portions of damage
    per shot, so their power relies solely on being able to connect many weak
    bullets to you in a short amount of time. Since how a person fights is mostly
    based around what weapons they use, overcoming their weapons is a good first
    step to defeating your opponent.
    Your combat effectiveness relies on realizing your opponent's weaknesses,
    whether inherent to weapons or tactics, and then exploiting them aggressively.
    Be like water.
    XI. Contact Information
      If there's any information that needs to be corrected, you have
    any questions, or would like to add to the FAQ, feel free to e-mail me. Be
    sure to put Gunz in the subject line! Do not e-mail me questions that have
    already been asked in the FAQ, because I won't reply.
        E-mail: Kistrael at gmail dot com
        AIM: Kistrael
        Gunz: Kistrael
        Server: Match West
        Clan: [GameFAQs]
    XII. Disclaimer
    Gunz the Duel is trademark and copyright their respective owners, ijji,
    NHN, and MAIET entertainment inc. Feel free to save or print this for your
    own personal use. This FAQ is not to be reposted or rehosted without my
      Places hosting this FAQ as of 3/1/07
     * GameFAQs
     * CheatCC
     * DHL.net
    XIII. Credit
    I'd like to thank Dino for letting me use his Advanced Techniques Guide to
    supplement mine. I'd like to thank Heocon for helping with the glitches. I'd
    like to thank my friends on Gunz, the Gunz Forums, and GameFAQs Gunz forum.
    I'd also like to thank my cats for keeping my lap warm while I typed this up,
    and Digitally Imported (www.di.fm) for entertaining my ears.
    Gunz Wikipedia
    GameFAQs Gunz board
    Dallas Scott and AstroBlue's FAQ-writing Guide for the layout.
    Players: Heocon, Cowfix, Czechy, CheezeWhiz, and all my friends on the
    GameFAQs Gunz board.
    XIV. The Ishlist
     * The assholes at http://www.pcigre.com/content/view/8578/42/ for stealing my
    guide. At least the guy left my name in it. I can't even contact them, because
    I don't speak Slavic.
     ^ ^
    {o,o} +----------------------+
    |)__) + END OF DOCUMENT. RLY.|
    -"-"- +----------------------+

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