recursal/Fanatic-Fandom huggingface dataset:
Doors

A **door** acts as a barrier between ducks, and blocks bullets and thrown objects, however can be walked through freely. There are 5 types of doorthat appear in-game, each of which appears in the stuff sub-menu in the level editor. Every type of door can be clipped, and every door can be kept open by placing an item in the centre of it. Once a door is open, bullets and thrown objects will pass through it.

## Door and Flimsy Door

These two doors only differ in texture, flimsy doors appear on pyramid levels and doors are common on other maps. When a player walks through one of these doors, it will open to the left or right, depending on how the player entered.

These doors are destructible, taking exactly 13 bullets from most guns before disappearing. They can also be destroyed by being set on fire and the mag blaster and quad laser are interesting exceptions, as they destroy doors in one hit.

These doors can be blocked from one side by placing a weighted object directly on the other side, making them impossible to walk through from one direction. However, repeated attempts to walk through will slightly nudge the object blocking the door, until it is eventually out of the way.

Weapons such as the magnum, sniper or a charged phaser can shoot through doors and flimsy doors.

## Locked Door

In the level editor, locked doors are obtained by right clicking a placed door or flimsy door and then selecting the "LOCKED" option.

Locked doors work similar to other doors, however can't initially be walked through and can only be destroyed by bazookas or a death crate emitting a laser. Contact with a held or thrown key is required in order to unlock them, and after being unlocked they open like normal doors. Ragdoll clipping is considerably easier for locked doors than for any other door.

## Vertical Door and Pyramid Door

Vertical doors (metal doors) and pyramid doors work identically; instead of opening left and right, they open vertically, so cannot be blocked by objects. These doors can only be destroyed by a bazooka and the only weapons whose bullets travel through them are the phaser and sharpshot. Vertical doors have a special property independent of all other door types, they can be made button doors through use of the Wire Activator.
Space09

**Space09** is a space-themed deathmatch level which mainly features quad lasers.

## Items & Spawns

**Player & Team Spawns:**

* 2 player spawns
* 2 team spawns

**Item Spawners:**

* 4 quad laser spawners with a 5s delay
* 1 grenade spawner with a 5s delay

**Unique Items:**

* 1 mine

## Strategies

* The most common strategy in this level is to camp yourself on the grenade spawner and try to kill the rest of the players with the grenades. This is useful because when this strategy is used, there are a lot of quads moving around and it's very hard to kill the player on the grenade spawner.
Boxing Gloves

This weapon is not normally available in-game. It might be unfinished or removed from the game.

## General Properties

### Item ID

boxinggloves

The **Boxing Gloves** is an unused item with no use. This item is spawnable from the console but it can only be held. The **Boxing Gloves** item is classed as a gun.

## Notes

* It can be obtained from the console with the commands:
	+ "`*spawn boxinggloves (coordinates)*"`.
	+ *"give (player) boxinggloves".*
Office Work

The cabinet image.

**Office Work** is an arcade cabinet found in the Challenge Arcade and is unlocked by completing one mission.

## Theme

The first two missions in this cabinet center around menial work, namely demolition. These missions name the player as Mr. Duck, with the descriptions seemingly presented from the employer's perspective. The final mission is completely unrelated to this theme, likely as a joke.

The side of the cabinet features the word "POOCLOG" along with a picture of Mario, referencing Mario's status as a plumber.

## Difficulty

This cabinet appears closer to the beginning of the player's Arcade visit and is therefore very simple. However, due to the unorthodox nature of the early missions, they may take some tries to get used to.

Completing them is purely planning and accuracy, as they are exactly the same every time. The final mission, however, is the exact opposite, as spawns are random and the player must adapt to what weapons are given to them.

## Missions

### Working Late

This mission tasks the player with breaking all the windows in the level, both by throwing boxes and sliding through them. This tests them on their ability to create an efficient route and perform movement quickly.

### Door Crasher

This mission tasks the player with breaking all the doors in the level using the Virtual Shotgun. This tests them on their routing and accuracy, as there are several objects that may block their bullets and waste their time.

### Industrial Shootout

This mission tasks the player with shooting as many targets as possible in the time limit. This mission is in stark contrast with the previous two, testing the player on their reaction skills and improvisation.
Duck Game Wikia

**Welcome to the unofficial Duck Game Wiki, a Wiki for the Duck Game video game.** Feel free to add more information or leave feedback in the discussion section, we're always looking for help.

### About Duck Game

Duck Game is a dual-stick side-view arena-based multiplayer game developed by Landon Podbielski and published by Adult Swim Games, currently available on Steam for PC, PlayStation 4 and Nintendo Switch. The game features an arcade with several challenges as well as local and online multiplayer for two to four (eight on PC) players in the futuristic year of 1984, an age where ducks run wild in a frantic battle for glory.

### Latest Game Updates

 November 13th 2020
- 8 player lobbies, spectator mode
- New weapons, hats, equipment, furniture and levels
- Better chat
- Many performance improvements and bug fixes
The full changelog can be found on Steam here: Part 1, Part 2

Full list of game updates >

### Community Posts

 BLOG\_LISTING\_POST\_BUTTON\_TEMPLATE

ImbaSteckdose
6 August 2021

 0

## DG Wiki moderation update August 2021

Hello Duck Game fans and Wiki visitors,

here is some stuff that has happened since the last update in February.

LucyHiromi has made many contributions to the con…

Read Full Post

ImbaSteckdose
9 February 2021

 1

## DG Wiki moderation update February 2021

Hello Duck Game fans and random visitors,

just a small moderation and Wiki status update. I'm still here checking in from time to time, answering questions as g…

Read Full Post

See more posts >

**Fighting Games**
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Injustice •
Killer Instinct •
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Marvel vs. Capcom •
Mother Russia Bleeds •
M.U.G.E.N •
The Ninja Warriors •
One Must Fall •
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Power Instinct •
Primal Rage •
Psychic Force •
Punch-Out!! •
Rise of the Robots •
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Skullgirls •
Smash Supreme •
SNK •
Soulcalibur •
Street Fighter •
Streets of Rage •
Super Smash Bros. •
Tekken •
Thems' Fightin' Herds •
Under Night In-Birth •
Variable Geo •
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Write`N`Fight

*Want your community included? See how!*
Death Ray

The **Death Ray** is a charge-based laser weapon found on numerous official maps. When firing, the beam will pass through any object and any type of block after its short charge time. The current charge of the gun is indicated on the side of the gun, as a red chamber that fills up, in addition to a noise. If the player releases the charge key, the built up charge will not be lost instantly, but slowly drop back down. This allows for the charge to be somewhat preserved by repeatedly holding the fire key, which can be useful in certain scenarios. When a player is hit by the beam, they are instantly roasted.

## Notes

* "Hold the trigger to charge a beam of pure death and destruction. You know, for kids!"
* "Invented by Dr.Death for scanning items at your local super market. Also has some military application."
* It can be obtained from the console with the commands:
	+ "`*spawn hugelaser (coordinates)*"`.
	+ *"give (player) hugelaser".*
Toys

**Toys** are cosmetic items used to decorate your room in a lobby of Duck Game. They are obtained randomly through leveling, and have different levels of rarity, from common to ultra rare. You can edit your room through the computer in the lobby, with a maximum of 16 toys per room, although some users have a maximum of 20, for unknown reasons.

## Rarity

Each toy has level of rarity assigned to it which dictates how commonly the item appears in Vincent's store and from gachas. The values are used to calculate the price Vincent would sell the toy for.

 Common
 Rare
 Very Rare
 Very Very Rare
 Super Rare
 Very Super Rare
 Ultra Rare
 Legendary

Each group also has an additional rarity and a price multiplier that both go into the final cost of a toy.

## Calculating Price

The price of a furniture, room, and font can be calculated using the following equation. The ceil() part means to round up the final result.

```
price = ceil( typeOfToy × groupPriceMultiplier × ( 1 + ( rarity + groupRarity ) ÷ 100 ) )

```

Depending on the type of toy, insert the appropriate value.

 Room
 Font

As an example, lets calculate the price of a bar stool. The bar stool sprite is 15 pixels wide, and 16 pixels tall, it has a rarity of very rare, and it comes from the Bar group. Putting it all together we get:

```
ceil( 15 × 16 ÷ 12 × 1 × ( 1 + ( 50 + 50 ) ÷ 100 ) ) = $40

```

## List of Toys

### Basic

These are toys you begin with by default.

### Cheap

These toys have a theme of being rubbish, broken, or useless.

### Momento

These toys are given to you by your little hungry men when they grow up. The easel, egg, and photos are uniquely customized by the little man who gave them. The egg for examples looks like the little hungry man's own egg, and the photo is a picture of their face.

### Unobtainable

These toys exist in one form or another but are ultimately unobtainable.
Wire Mount

A **Wire Mount** is a wire entity that weapons can be mounted to, and then fired when a signal is sent to the mount. Depending on the firing mode of the mounted weapon, a particular signal type is often required:

* Charge and automatic weapons need an off signal type.
* Semi-automatic weapons work with any signal type.
* Most other weapons require a single signal (or release signal).

Several weapons don't function correctly when mounted, for example: the magnet gun, mind control ray, good book, mines, bananas, and instruments.

Equipment and objects can also be mounted, however only the present has any function.
Angle Saving

**Angle Saving** is an advanced technique that is used to angle shoot a weapon immediately upon picking it up, and can be used to achieve an extremely high jump. As indicated by the name, carrying out the technique 'saves' an angle to the player (not an individual weapon) so that when that player picks up almost any object, the object is held at an angle for the first frame after it has been picked up. There are essentially three angles for which an angle can be saved; diagonally downwards, diagonally upwards, and horizontally.

## How to angle save

There are 6 main steps in the procedure for a downwards angle save:

1. Pick up an object (a weapon, a hat, a box, etc.)
2. Jump and then hover/fly.
3. While hovering, let go of the object\*, (at this point, the angle is 'saved').
4. Stand on top of a non-charge-based gun in the opposite direction to the direction you let go of the object.
5. Hold the fire button (and keep held during step 6).
6. Pick up the gun beneath you.

*\*The object can be released in any way; it can be thrown to the side, upwards, or dropped below you. Dropping the object is slightly more difficult, although the process is faster.*

Note that the object picked up can be (and often is) the same as the gun in step 4.

This process will immediately shoot the gun downwards. To shoot the gun upwards, replace step 4 by standing on top of the gun in the same direction as the direction the object was released. To achieve a large jump from an angle save, simply jump before picking up the gun (with the fire button still held down).

Another, though rarely used procedure for a downwards angle save is as follows:

1. Pick up an object.
2. Stand against and face the wall.
3. Release the object.
4. Repeat steps 4-6 of the previous procedure.

While potentially quicker than the other method, this is less useful as simply turning and then shooting while against the wall can achieve the same result.

## Other uses

While jumping is the most popular use of this technique, it's also effective for shooting through walls when using weapons with long barrels such as the net gun, shotgun, or sniper. Diagonal shots through walls can be carried out using the above technique, and horizontal shots as follows:

1. Make sure the gun you wish to use is against the wall you want to shoot through.
2. Pick up an object, (usually the gun itself is easiest).
3. Drop it facing away from the wall you want to shoot through.
4. Stand beside and face the wall.
5. Hold shoot.
6. Pick up the gun.

Again, this is rarely used since simply turning and shooting through the wall is often quicker. However, it's a trick that many players can be caught off guard by, and is 100% reliable.

A handy trick on pyramid maps is to shoot nets through floors that are one block thick. To do this, downwards angle save and slide before picking up a net gun. See: Pyramid Glitches.

## Other Resources

Casual Potatoes on Youtube: Duck Game Tech: Angle Saving
Gameplay Modifiers

Gameplay Modifiers are special modes to be added in multiplayer modes (Local or Online). There are ten of them, all which must be bought from Chancy in the Challenge Arcade. The modifiers and their effects are as follows:

 QWOP Mode
 Grenade on Death
 Moon Gravity
 Explosive Props
 Empty Guns Explode
 Start with Shoes
 Start with Jetpack
 Start with Helmet
 Presents for Winners
Bazooka

The **Bazooka** is a projectile weapon. A fired rocket can kill directly or by splash damage on impact. While reloading the weapon, the player is unable to move, and the reload cannot be cancelled by normal means. There are a few ways to cancel it though: being disarmed by a throwable object, dying, getting hit by a net gun camping gun magnet gun or dart, and the ground beneath you disappearing. Splash damage has a range of 2-3 blocks and destroys any block except for Grey Blocks or Framework Blocks. Destroying the environment can be used to access other areas of the map which are not normally accessible. The fired rocket moves at 26.25 blocks per second.

Often the bazooka is seen as a situational weapon because of its slow projectile speed compared to most other weapons. A primary strategy is to kill other players through splash damage, or to destroy blocks which they may fall off the stage through, rather than by a direct hit.

The Bazooka has a 2 second reload time but repeatedly pressing the fire button while reloading will shorten the time depending on how fast you press the button, down to 0.4 seconds.

## Bugs

* Entering a pipe while reloading will make you be able to move while its still reloading, turning around during this will play the raise up animation again and wont reload during that span

## Notes

1. "Funny name, serious firepower. Launches an explosive missile that can destroy terrain."
2. A golden bazooka will reload 60% faster than a normal one
3. It can be obtained from the console with the commands:
	* "`*spawn bazooka (coordinates)*"`.
	* *"give (player) bazooka".*
Pistol

The **Pistol** is one of the most common and versatile weapons in Duck Game. Possessing average stats in every category makes the pistol effective on nearly every map. Many maps, especially pyramid maps have a pistol in them as a standard weapon. The recoil is manageable but may cause accidental deaths when spamming near edges.

## Notes

* "Your average everyday pistol. Just workin' to keep its kids fed, never bothered nobody."
* "Old faithful, the 9MM pistol."
* It can be obtained from the console with the commands:
	+ "`*spawn pistol (coordinates)*"`.
	+ *"give (player) pistol".*
Console

The **console** is a way to control Duck Game in a way that wouldn't be possible otherwise, sort of like cheats. Most of these commands do not work in online multiplayer, some might crash the game or not work at all.

The console can be opened by using the ~ (tilde) key on US English keyboard layouts.

 — Duck

**Under Construction**
This article or section is under construction. It may currently be in the process of an expansion or major restructuring.
You are welcome to assist in its construction by editing it.
Last edited by LucyHiromi on 2023-05-09 21:26:23.

## Other

### Removed functionality

 log
Creates Description LOG-EVENT.
Creates Requestlogs LOG-EVENT.
 playback
 showislands
 scorelog
 stop

**Functions**

**Variables**

**Fonts**
Magnum

The **Magnum** is a revolver with the ability to penetrate doors, boxes and glass with no penalty. While powerful, the magnum has the unique challenge of the gun angling upward with every shot, with it slowly lowering it back to straight over time. The angling can be a disadvantage because it makes follow-up shots more difficult much of the time. However, angling can also be advantageous, as easy angle shots can be achieved hitting targets which would normally be difficult to hit.

## Notes

* "Heavy duty pistol that pierces many objects. Cool shades not included."
* "Standard issue .44 Magnum. Pretty great for killing things, really great for killing things that are trying to hide. Watch the kick, unless you're trying to shoot the ceiling."
* It can be obtained from the console with the commands:
	+ "`*spawn magnum (coordinates)*"`.
	+ *"give (player) magnum".*
Superjoebob

**Landon Podbielski**, also known by the alias **superjoebob**, is Duck Game's only developer. The game was programmed by him, and he created the art assets, sound effects, and music for the game with the help of a few other people.

### Interviews

* GameCritics, October 16, 2014: An Interview with Duck Game Developer Landon Podbielski
* That One Video Gamer, 27 May, 2014 (archived on the Web Archive): DUCK GAME – Developer Interview with Landon Podbielski
* Youtube Super Bunnyhop, August 27, 2015: Designing Party Action Games with Landon Podbielski (Duck Game)

### External Links

* Superjoebob on Twitter
* Landon Podbielski's Website
* Superjoebob on Twitch
* Superjoebob's Blog: Duck Game Unleashed

### References

1. ↑ Landon Podbielski on Twitter, 31. Aug. 2017**: "**thank you @FarfinFarfin for drawing all the furniture/room fonts/backgrounds and the new hats in the update. they make my room beautiful"
Holster

The **Holster** can store a 2nd weapon for you to carry around.

To put a weapon into the holster, or to switch between two weapons if you are holding one in hand, press up and grab.

Objects that have passive effects while holding them, such as the TV, will also grant these effects when stored in a holster.

By holding up, you can also freely aim upwards without having to press against a wall or glide.
Forest01

**Forest01** it's the first forest-themed deathmatch level (by file order). Its main mechanic is fire.

## Items & Spawns

**Player Spawns:** 4

**Team Spawns:** 2

**Item Spawners:**

* 2 item blocks with flare guns.
* 1 item block with a flamethrower.

**Unique Items:**

* 2 dartguns

**Misc:**

* 2 fire barrels
* 1 flower

## Strategies

* In some cases, you will be the only one which is not on fire or dead. To prevent anyone to kill you by lightning up you with fire, or hitting your head with their turkey, a good method is to stay on the bottom of the trees at the sides because it's very hard to fall through a scaffold-based solid when on fire, and it's nearly impossible to hit you with the turkey.
* You can also use the dart guns to shoot flaming darts if you accomplish to light the dart gun up.
Present

**Presents** gift the user a random weapon or item when the fire button is pressed. Presents come in a number of different color combinations. There are a number of maps which focus completely on presents.

Guns spawned from presents have a 1/500 chance of being gold, that is, they will have a gold texture and infinite ammo. Flare guns, quad lasers, roman candles, matchboxes, firecrackers, and net guns cannot be spawned as gold weapons.

Presents cannot spawn presents.

The different types of colored presents are:

* Orange
* Blue
* Cyan
* Green
* Purple
* Pink
* Red
* Light gray

## Notes

* "You never know what you'll find inside! Spawns a random item once."
* It can be obtained from the console with the commands:
	+ "`*spawn present (coordinates)*"`.
	+ *"give (player) present".*
Achievements

On the PC and PlayStation 4 versions, a total of 18 achievements (or trophies) can be unlocked in Arcade and multiplayer.

### Extra Notes

* There is a bug where some multiplayer achievements may require that you host (and not just join) a game, although this might have been fixed with the August 2017 game update.

* When an achievement is locked, this icon replaces the achievement's regular icon.
Swing Shoes

> It's swing shoes! Fly around with your fancy shoes and break some targets.
>
>

Swing Shoes is the third challenge on the Variety Zone arcade.

This level consists of killing as many targets with boots and a Grapple Hook before the time run out or you die. To activate the grappling hook, press the jump button while you're in the air when the red line appears. You can make the rope longer by pressing down. Hit jump again to detach the grappling hook.
Keytar

The **Keytar** is a musical instrument introduced with the Duck Game 1.5 update. It can have one of the five colors blue, green, red, yellow or pink (very rare).

It has 5 presets that can be switched through (on controller: L1) and two ways of modifying the pitch or tone (L2, R2). If the Jam button is pressed (default: Home), the Keytar can be played by pressing number keys and backspace on a keyboard.

## Notes

* "Eats batteries and steals hearts."
* It can be obtained from the console with the commands:
	+ "`*spawn keytar (coordinates)*"`.
	+ *"give (player) keytar".*
Fire Crackers

**Fire Crackers** are rarely seen on official maps and in random blocks. When the fire button is pressed, a firecracker is thrown with a small explosion resulting after 2 seconds. If a player is caught in the extremely small explosion radius they will be killed, it is generally very difficult to kill another player with them.

## Notes

* "Warning: these are dangerous explosives, not a spicy snack treat."
* It can be obtained from the console with the commands:
	+ "`*spawn firecrackers (coordinates)*"`.
	+ *"give (player) firecrackers".*
Mag Blaster

The **Mag Blaster** is a powerful, long range futuristic gun with the ability to instantly destroy doors. With the long range and semi-automatic nature of the mag blaster, it is considered a powerful weapon. It may be difficult to control the mag blaster due to its high recoil but some players have used this to their advantage by gun jumping with the recoil. The ability to gun jump using the mag blaster is the focus of one of the arcade challenges. It also can kill players through walls if one is standing close enough.

## Notes

* "The preferred gun for enacting justice in a post-apocalyptic megacity."
* "Old faithful, the 9MM pistol."
* It can be obtained from the console with the commands:
	+ "`*spawn magblaster (coordinates)*"`.
	+ *"give (player) magblaster".*
Duck Game

​

 — Steam Store Page

​
**Duck Game** is a side-view twin-stick arena-based multiplayer video game, of which this whole wiki is based around, in which you battle other ducks through multiple levels.

## Development

The game was developed completely by Landon Podbielski, who goes by the alias superjoebob. It was programmed in C# using the MonoGame framework. Duck Game is published by Adult Swim Games.

## Releases

Duck Game was originally released on the Ouya console. It is currently available for PC, PlayStation and Nintendo Switch.

Linux and Steam Deck via Proton
PlayStation 5

## Resources

Official websites and social media:

* Duck Game on adultswim.com
* Duck Game on Twitter

## Lore

> The lore, which is actually unfortunately a bit broken now, is that all of the ducks are in virtual reality. So when you are in the hat select room, where you are running around in the lobby before the match, those are real ducks, like they're alive. And then when you play the game, these are all virtual ducks. And when you get to the rock throw, they get out of VR, and they come out to the rock throw to throw their rocks. So when a duck gets crushed in the rock throw, like when your rock bounces off the wall and stuff like that, that duck is really dead, because that's not VR. And the same went for the lobby, like when someone kills someone in lobby, they are really dead.
>
>

Transcription from a livestream from Landon on Twitch.

## References

1. ↑ Modern Vintage Gamer on Youtube, August 1st, 2022: The Ouya is still alive...in 2022
2. ↑ stouyapi - OUYA API server
3. ↑ Steam Patch Notes, April 8, 2022: Proton Support Patch
4. ↑ Gaming On Linux on Youtube, April 9, 2022: Duck Game on Steam Deck
Sniper

The **Sniper** is a bolt-action rifle with a laser sight. With close to infinite range, no spread and the ability to penetrate most props, the sniper is seen as one of the best long range weapons. When the sniper is ready to fire the laser beam can be seen, when unloaded no beam can be seen. Most maps featuring the sniper have large open areas which allow for long sight lines. The most direct competition to the sniper is the Magnum which shares many of its traits. The sniper has a stronger counterpart called the Sharpshot.

## Notes

* "Long range rifle - equipped with a laser sight so you look real cool."
* It can be obtained from the console with the commands:
	+ "`*spawn sniper (coordinates)*"`.
	+ *"give (player) sniper".*
Pyramid Glitches

There are several glitches and tricks in pyramid maps, many of which are also lobby glitches. Some of these tricks can be used on other maps, though have greater effect in pyramid maps.

## Getting out of the map

There are 3 ways to do this, all of which will land a player on top of the map if done successfully:

* Clipping the top of the interior of the map by sliding, then jumping and ragdolling, as you would if in the bottom left room in a lobby.
* Clipping a corner with a gun, as you would if in the top left room in a lobby with a shotgun, then ragdolling again.
* Net gun clipping, by standing in a 2 block-height area, facing and touching a wall - that is either at the top of the map, or the side of the map - then shooting a net gun (upwards) and ragdolling immediately after.

Of the three, net gun clipping is the easiest and most reliable of the methods, whereas ragdoll clipping is the least precise since sometimes you will be trapped between the interior and exterior of the map. If a player is trapped as described, shoot upwards at the ceiling where they clipped, to kill them. Note that the gun clip works with essentially any gun with recoil, especially magnums.

Net gun clipping as described above can be used on any map, and will transfer a duck from below a viable ceiling to above it. This is sometimes useful to escape between sections of a large pyramid map when cornered. Trying to clip through a ceiling on the side of the map can result in falling out of that side, rather than getting on top of the map.

## Other net gun glitches

There are two other tricks that often catch players by surprise:

* Shooting through a 1 block-height roof of a room with a wall, by sliding, then jumping, then shooting the net gun just as the duck touches the roof, in the corner of the room.
* Shooting through a 1 block-height floor, by angle saving a net gun and then sliding before picking it up.

The first of these methods works on other maps, however is quite dangerous as mistiming the shot may trap the shooter in a net, whereas the second only works on pyramid maps, since other blocks are too thick for the net to pass through at that angle.

## Sticking objects in walls

If a wall is touching the darker grey area that surrounds the map, most objects and items can be placed in the wall, and often become irretrievable after being placed.

To do this technique, strafe and touch the wall so that your duck is facing away from it. Next, jump and hover while holding an item, then release the item either upwards or downwards, and it will be stuck in the wall.

This is largely a gimmick, although there are a few uses. For example: a triggered grenade can explode while stuck in a wall (mines also explode but don't do damage), crates and death crates can be stood on when stuck, and netted players can be stuck in walls, which sometimes leads to them getting out of the map. It may also be useful to deny an enemy a weapon if the situation calls for it.
Wire Button

A **wire button** is an entity that when pressed, creates signals that travel through wire, to activate other wire entities. Wire buttons can be placed so that the red button which activates them is facing either up, down, left or right. Players along with almost every item or object can trigger buttons by hitting them, this includes darts and nets.

## Signal types

There are essentially 3 modes that a button can be set to by right clicking one in the level editor:

* A single signal
* An off signal
* A release signal

A single signal will trigger a wire entity only once, and will not affect things such as charge-based weapons placed on mounts.

Off signals trigger wire entities for as long as something is in contact with the button. Good examples of this would be keeping a trapdoor open for as long as a button is stood on, charging a mounted death ray, or continually shooting a mounted semi-automatic weapon.

Release signals send a single signal as soon as whatever was in contact with the button is removed from contact.

Checking both the off and release options in the level editor will simply have the button send an off signal once something is released from it. This is quite redundant as the signal essentially can't be held down upon release, by nature.

## Other properties

* Like grey blocks, buttons cannot be destroyed.
* Banana peels cannot activate buttons, however if one is stood on and then a banana peel is placed on it it, the button will remain activated.
* If a dart is stuck to a button, it be activated after the dart disappears.
Quad Laser

The **Quad Laser** is a weapon which fires an enormous bullet. When firing the quad laser the user experiences extreme knockback. An extremely slow moving projectile is fired. The projectile fired by the quad laser destroys doors and other cover, when hit by the laser bullet the player is roasted. The projectile can be deflected when hit with the sword or chainsaw, upon being hit, it will speed up. When hit by an Energy Scimitar it creates a Energy Scimitar Blast similar to the Death Laser's Laser but Blue.

The quad laser is a reference to Aqua Teen Hunger Force which is another property owned by Adult Swim.

## Notes

* "Shoots a slow-moving science block of doom that passes through walls."
* "Stop moving..."
* Despite its graphic being enormous, its actual collision size is 2x2
* It can be obtained from the console with the commands:
	+ "`*spawn quadlaser (coordinates)*"`.
	+ *"give (player) quadlaser".*
Choke Collar

## Weight Ball

A new alternative to the mace collar, the **Choke Collar** acts nearly identically, except that if the attached weight ball is dragged into a duck, instead of killing them, it will simply knock them back. It's still got the same crushing power as before, though!

The weight ball attached to the collar can be picked up, which slows the player down, but allows for higher jumps.
Wire Activator

**Wire Activator** is a wire entity that appears in the stuff sub-menu of the level editor. It has one function, which is to turn Vertical Doors into button-only doors, no longer responding to ducks going near it.

## Basic function

Place a wire activator directly above or below a vertical door, then connect it by Wire to a Wire Button. The door will no longer be able to be opened by ducks, only on the buttons activation. If the hold time property on the button is not checked the door will remain open forever, however if the property is checked, the door will close after the specified hold time in the wire button's properties. It will open again upon the button being re-pressed.

## Notes

* It is non-solid, just like the Wire Mount, be sure to overlap another block on it if you are placing it below the door.
* The in-game description states: "Wire Activator: Activates nearby objects when powered." However, there are no known uses for it aside from vertical doors.
Mind Control Ray

The **Mind Control Ray** is a weapon that emits a ray that does not directly kill opponents. The emitted ray travels through walls and portals. When another player is caught in range of the ray, the player using the mind control ray is given control of the other player for a brief period of time.

When another player is being controlled by the mind control ray, the user is immobilised. If the user quacks while another player is being controlled, the effects of the mind control ray will end.

A player wearing a tinfoil hat will not be affected by the mind control ray.

## Notes

* "Best friend of Mind Control Steve. Takes control of enemy Ducks."
* It can be obtained from the console with the commands:
	+ "`*spawn mindcontrolray (coordinates)*"`.
	+ *"give (player) mindcontrolray".*
Chainsaw

The **Chainsaw** is a complex weapon with many techniques to master. Before use the chainsaw must be started by double tapping the fire button. To kill opponents the fire button must be held or pressed at the time of impact to rev the chainsaw. By holding w or d-pad up the chainsaw can be pointed upward.

If a chainsaw is thrown and lands upside down it will leak gasoline, which can be lit by normal means or chainsaw sliding over it.

An alternative version of the chainsaw is the **Turbo Chainsaw**.

## Movement Techniques

There are two unique movement techniques which can be performed using the chainsaw to give a tactical advantage; Chainsaw Sliding and Wall Climbing.

### Chainsaw Slide

If a player slides while revving the chainsaw the player will perform a **Chainsaw Slide** and is propelled along the ground at a significantly higher speed than running. If another player is hit by a chainsaw sliding player they will be killed. Chainsaw sliding cannot be accomplished when crouching a player must be doing a full slide.

### Chainsaw Wall Climb

When running into a wall with the chainsaw revving it will push the player back and upward performing a **Chainsaw Wall Climb**. To scale a wall, a duck simply needs to run into a wall with the chainsaw running, and keep moving forward toward the wall. To move faster up a wall, it works well to be moving fast towards the wall and also jumping.

## Notes

* "The perfect tool for cutting wood or carving decorative ice sculptures."
* It can be obtained from the console with the commands:
	+ "`*spawn chainsaw (coordinates)*"`.
	+ *"give (player) chainsaw".*
Banana Cluster

Unlike the banana, the **Banana Cluster** leaves banana peels on the stage with every trigger press. Banana Clusters bounce like grenades when thrown and once 3 banana peels are fired, it will disappear. That said, If a player drops a banana cluster with one banana left on the cluster, it will turn into two normal bananas. So each cluster can potentially fire 4 banana peels.

## Usage

Banana peels can be fired in the direction of the player in several different ways:

* 1 block to the side, by simply firing.

* Upwards and 1 block to the side, by holding up and then firing.
* 5 blocks to the side, by holding left/right and then firing.
* Upwards and 5 blocks to the side, by holding up and left/right and then firing.
* Dropped on the floor, by crouching and then firing.

When a player runs over a banana peel on the ground they will slip in the direction they were running, ragdolling them in the process. Because of this, banana peels are best placed where an enemy player may slip to their death.

Sliding over a banana peel or jumping along them will not cause a player to slip. Using a joystick in order to walk very slowly will also prevent slipping, but this isn't as practical and takes more effort

## Bugs

* [ONLINE] Dropping the cluster right before firing the last peel will drop more bananas equal to the players in the lobby minus local players

## Notes

* "Need more than one banana? Have I got news for you..."
* It can be obtained from the console with the commands:
	+ "`*spawn bananacluster (coordinates)*"`.
	+ *"give (player) bananacluster".*
Ya-Te-Veo

The **Ya-Te-Veo** is an ancient Cryptid that roams around the place. Sightings were reported very frequently of this creature. It's a carnivorous tree that eats humans.

Mike spotted a Ya-Te-Veo minding its own business once and out of boredom, he and the rest of the chat decided to go investigate it.

Ultimately, the Radioactive Uber Clan found the Ya-Te-Veo. It ended up trying to eat Popeye but it spit him out and died of food poisoning. The RUC were wanted for killing a very rare creature.

Despite the RUC killing a Ya-Te-Veo unintentionally, there have been more sightings of the creature. Mike doesn't care about it anymore but he does like to wave at any he does see.
Office11

**Office11** is an office-themed level which mainly features multiple dueling pistols, which is one of the worst weapons in the game.

## Items & Spawns

**Player Spawns:**

* 4 - Symmetrically placed.

**Item Spawns:**

* 6 dueling pistol spawners with a delay of 2s
* 2 grenade spawners with a delay of 10s
* 1 mine spawner with a delay of 5s

**Misc:**

* 2 tables
* A purple save block

## Strategies

* A common strategy on this level is to stay on the mine spawner and avoiding the dueling pistol bullets, defending yourself with tables and the mines. You can try also to drop a table on his head
* If you have any item saved on the purple block, you can use it, as it is probably better than most of the weapons yet in the level.
Guns

**Guns** are items that do a specific action when the **Fire** button is pressed. Most guns are able to damage structures, destroy armor, and kill ducks. Not all guns work in the same way, in fact there are a number of different firing modes, depending on the weapon.

They are classified in groups based on their organization in the level editor.

## Rare Drops

The following guns can only be found in Random Item Boxes
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Pokeyhead

A **Pokeyhead** is an armour piece that allows you to take one gunshot to the head and survive, this will destroy the helmet in the process. Along with this, you will be able to survive being stomped on by boots, or being crushed by boxes and rocks.

When a box or crate lands on your head it will stay on top of your helmet, and the helmet will not be destroyed. Any object stuck to the helmet can be taken off by simply ragdolling.

This helmet can kill ducks that fall on top of it.

If a barrel lands on the helmet, any liquid inside of it will start leaking immediatly.

If a TV is thrown at the hat, the Duck will gain the TV's current ability.
Funeral

A **funeral** can be performed on dead ducks to transform their corpse into a more lethal Tombstone.

## Methods

* One method of performing funerals is to use the Good Book near a fallen duck.
* Another method of performing funerals is to place a Flower next to a corpse, and press fire while unarmed next to the corpse's head. This method will also play some somber music.
AK-47

The **AK-47** is a prolific weapon which is also featured in Duck Game. High spread and capacity mixed with the automatic nature make the AK a popular choice on most maps for which it is featured. The recoil produced will throw the user back and can be very effectively used for Gun Jumping. Tap firing the AK will keep it generally more accurate.

## Notes

* "Go-to weapon of all your favorite Duck Action Heroes."
* It can be obtained from the console with the commands:
	+ "`*spawn ak47 (coordinates)*"`.
	+ *"give (player) ak47".*
Teleporters (arcade)

*This article is about the arcade cabinet and is not to be confused with the Teleporter object.*

## Missions

### 3rd

Duck Dodger

**Teleporters** is an arcade cabinet found in the Challenge Arcade and it is unknown how to unlock it.

## Theme

As the name implies, this cabinet centers around Teleporters, both to hinder and help the player. It frames the teleporters as an invention by Dr. Duck, and every mission is set in space.

## Difficulty

This cabinet appears later, and therefore can be of some difficulty to beat, due to the confusing properties of teleporters. However, there are very few hazards that can kill the player, so it becomes relatively easy after the player gains an understanding of teleporters.

Completing this cabinet requires a great understanding of teleporters and a lot of muscle memory, as the missions are highly predictable.

## Missions

### Tele Twister

This mission tasks the player with defeating as many targets as possible within the time limit using teleporters and grenades. This tests their ability to use teleporters in tandem with weapons, as the yellow teleporters seen in the level do not allow ducks through.

### Labyrinth

This mission tasks the player with defeating all the targets as quickly as possible using a sword. This tests them on efficient routing and movement through teleporters.

### Duck Dodger

This mission tasks the player with defeating as many targets as possible within the time limit using Quad Lasers, and tests them on avoiding bullets that come through teleporters.
Weapon Training

The cabinet image.

**Weapon Training** is an arcade cabinet found in the Challenge Arcade and is unlocked by earning 100 tickets.

## Theme

As the name implies, each mission centers around a single weapon and how to use it effectively, highlighting both their strengths and weaknesses.

## Difficulty

Beating each mission can be of some small difficulty, due to the presence of hazards: either by falling, by enemies or the weapon's blast radius.

Completing this cabinet requires an understanding of each weapon and can be incredibly difficult to do all at once since each weapon is vastly different from one another.

## Missions

### Grenade Launcher 101

This mission focuses on the Grenade Launcher and tasks the player with defeating as many targets as possible within the time limit. This tests the player on using the Grenade Launcher's main ability: arching shots.

### Magnum Training

This mission focuses on the Magnum and tasks the player with defeating all the targets within the time limit. This tests the player on using the Magnum's piercing shots and angled recoil.

### Chaingun Jetpack

This mission focuses on the Chaingun and Jetpack and tasks the player with defeating all the targets within the time limit. This tests the player on using the Jetpack to supplement the Chaingun's poor maneuverability.
Flare Gun

The **Flare Gun** is a two shot pistol with incendiary ammunition. When fired a projectile will be launched off in a random direction. When the projectile lands it explodes in a fireball lighting everything hit on fire. If fired upward it will come back down unlike many weapons. This is unlike how a flare gun in real life would behave

## Notes

* "Shoots a flare at long range that spits fire on impact. Fun at parties!"
* "For safety purposes, used to call help. What? No it's not a weapon. NO DON'T USE IT LIKE THAT!"
* This is one of the guns that cannot spawn golden from a Random Box/Present/Item Spawner
* It can be obtained from the console with the commands:
	+ "`*spawn flaregun (coordinates)*"`.
	+ *"give (player) flaregun".*
Ropes

A **rope** is an entity that appears in the stuff sub-menu of the level editor. There are 2 types of rope; chains and vines, neither appears in online play and both can be between 2 and 18 blocks in length.

## Mechanics

While ropes seem to resemble a grapple in that they can be swung on, their actual mechanics are rather different. To grab onto a rope, jump and then press the jump button again when your duck is in contact with part of it, the duck will remain attached to the rope for as long the jump button is held down. Releasing jump will then have the duck jump slightly upwards from the rope.

Ropes can only be moved left or right with the direction of a duck, they can't be extended or retracted. Players can also crouch (and uncrouch) while attached to a rope, however this removes their ability to swing left or right on it. Multiple players can swing on a single rope, however it becomes difficult to control with more than one player attached.

Throwing items or objects at a rope will move it slightly at the point of collision.

## Differences between chains and vines

Visually, vines are green and chains look metallic, however the key difference between the two is that chains can be swung faster than vines. Less importantly, chains make a twinkle sound when moved, whereas vines are silent.
Office14

**Office14** is an office-themed deathmatch level that mainly features a chainsaw at the center of the level.

## Items & Spawners

**Player Spawns:**

* 4 - Located symmetrically.

**Item Spawners:**

* 4 dueling pistol spawner
	+ 2 of them have a delay of 8s
	+ The other 2 have a delay and initial delay of 8s

* 1 grenade spawner with a delay of 2.5s
* 2 shotgun spawners with a delay of 5s and an initial delay of 10s

**Unique Items:**

* 1 helmet
* 1 chestplate
* 1 chainsaw

**Misc:**

* 1 rock
* 1 flower
* 4 crates
* 1 table

## Strategies

* As the main focus in this level for the players is to get the chainsaw, you can try to get before all them. Speeding up with the chainsaw maybe will be recommended.

* If some other player has got already the chainsaw, a good way to win him is to camp somehow on the grenade spawner and try to kill him by timing the grenades.
	+ As the players start on the bottom part, you can go through the lateral parts of the level directly to grenade area because there is a high probability to have a player who tries to get the chainsaw on the level.
Fancy Shoes

**Fancy Shoes** look identical to wall boots although have rather different properties. You cannot climb walls with fancy shoes, however when you ragdoll with them on, your equipment stays with you, including weapons, hats, and helmets. You can even shoot while ragdolled with these equipped!

Fancy shoes do not appear on standard levels, or pyramid levels, and do not work appropriately online. Custom maps can still contain fancy shoes, since they are available in the Level editor.