Item
Gun
Updated:
Decisive hostile-removal weapon — high damage, friendly-fire risk. Secret Agent class starts with a 20-use loadout.
- Type
- tool
- What it does
- Ranged firearm that deletes most hostile encounters in one or two shots.
- Primary use
- Heavy-hitting counter for Skinwalker (combat phase) and other aggressive enemy spawns.
- Secondary uses
- Crowd-control when multiple hostiles converge — though range discipline matters.
- Where to find
- Class loadout (Secret Agent ships with a 20-use Gun) or premium drops; not a standard cabinet item.
- Cost
- TBD
- Limitations
- Applies damage to anything in line-of-fire including allies, NPCs, and patients. Misfires can fail a shift via friendly-fire (patient knocked into fainted state or killed). Use deliberately, not as crowd control.
The decisive answer to hostiles — with one big catch
Per Pro Game Guides' tier-list analysis, the Gun "is the best answer to anomalies because it works from range and 20 shots cover a full shift". Range + reliability + ammo budget = the strongest single-item solution to floor hostiles.
The catch is documented in every source: the Gun deals friendly-fire damage to allies, NPCs, and patients on hit. Misfires can fail a shift through unintended kills.
Two ways to get it
- Secret Agent class — premium Robux unlock (320), starts every shift with a 20-shot Gun in inventory.
- In-shift drops — community sources note Gun appears as a drop or shop-purchasable in some shifts, but documentation here is thin.
For practical purposes, the Gun is a Secret Agent class loadout item.
When the friendly-fire risk dominates
Public lobbies with chaotic teammates running through your firing lines = friendly-fire incidents are inevitable. Solo runs = no allies to hit, but patients and NPCs are still at risk if you mis-aim.
The discipline:
- Aim before pulling.
- Don't fire if any non-hostile is in line of sight.
- Reposition rather than firing through allies.
For coordinated co-op, role-split: the Secret Agent has weapons, others stay out of firing lines.
What 20 shots actually covers
Per Pro Game Guides, 20 shots is "a full shift" of hostile encounters. Most shifts have 5-10 Skinwalker conversions plus 1-3 other hostile spawns. Ambulance waves at Shift 4+ can push the count higher; very late shifts (10+) may run dry.
Sources: Pro Game Guides tier list, Sportskeeda items guide.