recursal/Fanatic-Fandom huggingface dataset:
C-Store

Convenience store, or **C-Store** for short, is a type of tileset which takes place in the inner city, and is usually surrounded by a cramped parking lot play space with cars, dumpsters and other objects. The main difference between the c-store level set is the guaranteed existence of shutters and a teller room. While the teller room can vary greatly, there is always a button and a reinforced door inside. The button lowers and raises the exterior metal shutters with a cooldown, and the reinforced door cannot be opened from the outside by attackers (defenders can open it from the outside.) It can be shotgunned open, or a door/wall charge can be used. There are other various rooms with their own unique structures that help map flow. The other main unique room is the freezer, which has some type of display shelf that usually is visible from the main room in the middle of c-store, known as the storefront. These shelves can be shot out to make an additional pathway in and out of the freezer. The freezer also has thick steel doors which cannot be kicked down, but they have an additional quirks, including the fact that they are never locked and they have a small eye level peephole that can be shot through. The freezer has one more quirk, and that is that the freezer walls cannot be wall-breached. The store front usually connects most of the rooms in the center, and has the shutters lining it, as well as other optional items such as shelves and stand-alone freezers that can be used as concealment. Another room is the arcade, a room full of arcade machines, DDR pads, and usually has some music playing as a distraction. The arcade speakers can be shot out, and the machines can be damaged to reduce the ambient noise/light. The bathroom is another unique room, featuring stalls which players can hide in, but the walls are paper-thin and bullets will pass through a whole line of stalls. The bathroom doors have fins similar to some exterior green doors which can be shot out. Bathroom doors are not locked and can be opened manually. Some rooms in the C-Stores are shared with other tile sets, such as storage rooms, sheds, offices and other misc rooms that can generate for the defenders. The shutters will all open and close simultaneously, and can generate in an array of patterns lining one or several walls in the c-store. Holes can be blown in these shutters with door and wall charges that can make different sized holes. Sheds have a unique feature which is that they can give attackers access to what would you might consider an exterior wall, but the game considers an an interior wall because of it being inside the “shed” room, so it can be wall-breached. There is also one more quirk the C-Store can have, and that is sometimes there is rooftop access and a skylight, which can allow attackers to shoot out the lights and drop into the level. Defenders wandering too closely to the open rooftop can be seen by the UAV drone once the skylight has been shot out.
Getting Started

Due Process is a game this is in the very alpha stages of development. The graphics of the games are simple blocks with no textures or effects. maps are made in a similar fashions. Not much of the game is available, this wiki will be updated as data is released.

The setup is classic attack-and-defend, with the four players on each team swapping halfway through the match. In the current build, the attacking side (a SWAT team) has more (and more powerful) gear that they pull off weapon racks: Flash Grenades, Night-vision Goggles, Riot Shields, Breaching Charges, and Assault Rifles that have better range than the current Sub-machine Gun and Pistols available to the defenders. But this asymmetry is balanced cleverly: if the defenders survive, they can steal equipment that they retain for later rounds. And the attackers only have, say, eight flashbangs and a few frag grenades to use through an entire match. If they spend them all in the first round, the defending team can draw up a plan knowing that they won’t get grenaded in the second or third round. The design of this feels a bit like iterating on your tactics in Counter-Strike but in a very condensed format.

[-PCGamer]
Equipment

Equipment comes in two forms. The primary form is the inventory equipment which stays in your 3 or 4 slots and can be retained while using other items such as guns. The second form is the “hands slot” equipment which you carry in your hands and deploy or drop whenever other items are used. Equipment is usually the primary planning tools for each round and it is imperative to keep track of which items are used and which are not to try and balance out your economy between each round.

Equipment items can be stolen from corpses and taken into consecutive rounds. Most equipment is throwable, but some are simply hand-held and drop when not in use. Any throwing equipment can be held indefinitely even when the pin is pulled and can also be easily swapped from during so.

## Attackers

* Flashbang
* Fragmentation Grenade
* Smoke Grenade
* Night Vision Goggles
* Door Charge
* Wall Charge
* Clacker
* Cutting Torch

## Defenders

* Barbed Wire
* Molotov
* Flare
KR82

**This article is Outdated. You can help Due Process Wiki by updating it.**

**Reason:** This weapon is no longer in the game
*"High damage mid range assault rifle"*

The **KR82**, sometimes referred to as the "full size KR82" to differentiate it from the smaller stockless version (see KR82U) or sometimes noted as an "AK" due to its similarity to the russian style weapon, is the main power house of the Defenders who have access to this weapon. The weapon's main traits are the large thirty round magazine and high damage per bullet, along with having low overall recoil due to the full size and inclusion of a stock. The top of the gun features a small circular rear iron sight and front post to use to sight in on long range targets.

## Strategy

Successful use of the KR82 is down to balancing the fire rate for whatever distance you are using it at. Short bursts are preferred for longer ranges while the gun is easily capable of accurate full auto at closer ranges. Because the KR82's initial burst is low recoil, its preferred use is to aim near upper chest or neck level depending on distance and allow the recoil to push itself up into a final headshot for a kill.

## Trivia

* The gun has a heavy resemblance to a Soviet AKM, However there are several key differences. The stock, carry handle, gas tube, dust cover
* and barrel shroud are all unique or heavily inspired by the Israeli IMI Galil.
* The gun's twin brother, the KR82U is a virtually identical gun, except it has an empty rear rail and front post instead of iron sights, as well as missing a stock, along with some other aesthetic variations.
* Despite the KR82 and KR82U being inspired by an AK74, both are chambered in 7.62X39. This makes the KR82 resemble the IMI Galil, AKM or AK104 far more than the AK74.
Defender Room

*This article is a stub. You can help Due Process Wiki by expanding it.*

The defender room is the room where the Defenders access their equipment during the Planning Phase. There are a couple variations of the defender room, one being a fenced off area for killhouse tilesets while the other is a hideout setting used in the other tilesets.
Night Vision Goggles

The night vision goggles are straight forward, they allow you to see in the darkness clearly. These are limited to Attackers, but they only have 4 of them in the Attacker Truck, leaving one teammate without NVGs. NVGs are only useful on the night maps(C-Store , Factory and Kill Dome). Defenders can even the playing field by throwing Flares, overloading the NVGs and giving defenders a light source.
Development

## 2021

This was the year that introduced the new maps: Kill Dome and Bank with new reload animations and two new guns the KR82M and the gruber-sd as well as a suppressor for the BLK-TAR along with the introduction to free cosmetic battlepasses

## 2019

Being the current year, and the game still in development, this section is not yet complete. Still to note the biggest thing is the current availability of an alpha sign up form and regular testers being added, development continues full ahead.

## 2018

2018 was a big year for the development blog, a lot of updates were covered by their new community manager who was able to regularly post. A large note was the gaining of the Publisher Annapurna to fund development. Having gone to Pax East and West this year, the game seemed to have changed tremendously between these two events. Going having a single tileset available, to officially announcing the C-Store tileset and it's unique features, as well as the new Factory tileset, along with Killhouse the game was rounded out enough that they were able to bring on a few more testers than the ones they had originally picked up from various venues as well as their internal development team. Many new weapons were teased.

## 2017

In this year they started showing more footage of whole rounds that looked more like actual gameplay, the game looked cohesive and very playable. There was concept art of backgrounds for the C-Store tileset, and killhouse assets being drawn up.

## 2016

The developers in 2016 started posting again, highlighting some new artwork and designs for the defenders and future customization of characters. Later in the year they showed significant progress, showing new maps and some gifs that started to look like actual gameplay. The developers got a new office in Seattle and announced a dedicated Community Manager, mentioned an upcoming alpha and progress seemed to be moving forward towards a product rapidly.

## 2015

Artwork of characters resembling Judge Dredd soon surfaced and a direction in the art style became more established. More artwork and even videos of development became more frequent. Later in the year blog posts slowed down and talked more about design than actual development information. The developers went to Pax, the first of many.

## 2014

Public discussion and disclosure regarding due process starting around 2014, with the design goal of creating a first person shooter with elements similar to other 5v5 shooters, but with a major twist, the game would feature randomized maps and a deep round-based economy. Screenshots of the early builds surfaced and then shortly afterwords a few videos by Bluedrake42 and Node surfaced showing early gameplay, the design of which has been dubbed Blockdude.

1. ↑ http://dueprocess.info/blog/2015/12/18/07-police-character-development-process-part-1
2. ↑ http://dueprocess.info/blog/2015/12/13/16-silent-running
Planning Phase

*This article is a stub. You can help Due Process Wiki by expanding it.*

The **Planning Phase** is the initial phase of the game during which each team has a chance to use the map, move pucks and take equipment from either the Attacker Truck or the Defender Room. This phase locks both teams into their respective rooms until the next phase, the Setup Phase and is primarily used for coordination with your team.
Battle for the Best Jump

The **Battle for the Best Jump** is a **battle** in **Magikarp Jump**.

## Summary

**Battle for the best jump** battles are a type of battle to see whose **Magikarp** can jump higher. How high each **Magikarp** can jump is based on **Jump Power** (JP). You take part in these battles when you challenge **Leagues.**
Setup Phase

*This article is a stub. You can help Due Process Wiki by expanding it.*

The **Setup Phase** is the game phase proceeding after the Planning Phase and occurs when the timer for that phase ends. During this phase the Defenders are moved from the Defender Room and spawned into the level, giving them a short amount of time to "set up" their defenses as the name implies. Defenders can primarily use this time to place barb wire, move the Shopping Cart Technical into position, shoot out lights, or simply move around to inspect the inside of the level.
TUB-12

*"Devastating at point blank range"*

The **TUB-12** or simply "defender shotgun" due to it's availability for the defenders. Holding 5 shells including the one shell in the chamber the shotgun's overall supply can quickly be spent due to high fire rate. It has a decently quick reload speed which can be interrupted per shell, allowing defenders to efficiently weave in and out of confrontations and reload between them, making the shotgun an effective weapon when used at close ranges.

## Strategy

Weaving in and out of combat, keeping yourself in tight corners, and reloading whenever the moment allows can make the shotgun very effective at its job. It can do both ambushing and pushing into attackers successfully. Keep in mind that the weapon's limited range means that the environment dictates where you can and cannot play, and close quarters environments like Killhouse and C-Store usually have more useful areas of play than Factory. The gun differentiates itself from the DL-12 with a smaller tube but faster pumping speeds, meaning ambushing multiple targets or using multiple shots on a single target is more effective.

## Damage

All weapons that use 12 Gauge ammunition share the same properties as of Version 745.

* The DL-12 has a base damage of 15 with the following damage multipliers;
* Head; 2
* Torso 1.5
* Abdomen 1.25
* Upper arm 1
* Forearm .75
* Upper Leg 1
* Hand .50
* Foot .50
* The highest damaging 7 pellets are chosen instead of all 9 while calculating damage, to create more consistent damage based on range.
KR82M

'"The Older Brother Of The KR82U"'

The **KR82-M** is an automatic rifle which has a medium fire rate and average damage. it has small iron sights which gives it a bad sight picture when compared to other weapons of its class. This gun is capable at close to medium ranges as it can deal damage fast and has good recoil control when aiming down sights. The gun shares the same magazines as the **KR82-U**, meaning it has 30 bullets per magazine, you can carry two more magazines adding up to a total of 90 bullets.

## Strategy

Unlike the **KR82-U**, the **KR82-M** has a stock leading to better recoil control at the cost of a inaccurate brace, this allows the gun to hold angles better then other guns of the same class. because of stock and high damage when, it is combined with its fire rate, the **KR82-M** is currently one of the most effective weapons in the hands of a skilled defender.
Mechanics

Due Process is a complex game about round based combat where the main goal is to either defend or attack a structure and secure the bomb. The main focus of the game is on planning and execution, the two main phases of the game; what makes due process unique is the extended focus on planning and the additional tools given for players to make interesting and engaging directives to ensure victory against their opponent. The wide variety of weapons and equipment given to both teams as well as the map direct players attention as they begin to formulate a focus on how they might win as the start of the round nears. After the planning is over, players can still view the map and examine the plans made, but some of the planning tools show up even during first person perspective gameplay to guide your team towards victory.

## Gameplay Phases

During the game there are three main phases, the  planning, setup and execution phases. When the planning phase initiates the attackers are placed inside the attacker truck which is near the building they are supposed to breach, while the defenders are placed inside the Defender Room which is entirely separated in it's own space outside the level. There is also an additional phase at the end once the round is over, which is usually referred to as the Extraction Phase. Check each phase's page for more specifics on the differences between them..

## Elements of Planning

When planning it is key to plan around certain structures in the map, such as the bomb, entryways and special tiles in the map. It is also a key factor to try to plan around the current economy of the match, such as predicting or evaluating whether or not the attackers have explosives, or whether the defenders have access to certain power weapons which can make their job easier in some areas. Planning requires an element of prediction as well as picking the correct equipment for your job. It is essential to take stock of your own inventory and who might be taking what items into what positions, which is where the puck system can help to visualize this information.

See also:

* Planning Phase
* Setup Phase
* Execution Phase
* Extraction Phase
* Map
* Defenders | Attackers
* Bomb
* Circuit Breaker
* Weapons
* Equipment
BLK-TAR

***'"A long-ranged killer, don't mess with a man and his BLK-TAR"'***

Details

   The *BLK-TAR SD* is an Attacker semi-automatic DMR which has a medium fire rate and high damage. There is a top mounted holo-graphic sight which gives it a very good sight picture when compared to the other long range capable guns in the game. It has 20 rounds in the magazine, which does reload relatively slowly compared to the other attacker weapons.

It is one of two weapons in the game currently with a suppressor. This allows the user to shoot through walls or in the dark without giving away their position. Due to having a laser sight and a suppressor the BLK-TAR remains one of the most effective weapons in the right hands regardless of range or environment.

## Strategy

This weapon can be used at both medium and long ranges, and rewards shooters for precision headshots due to a good headshot multiplier with good base damage. A head shot and a couple follow up shots aimed at the body will make quick work of any defenders holding an angle, and also works well against players who are only exposing small parts of their body. Due to the high overall damage, the 20+40 rounds that come with the BLK-TAR are more than enough to take out an entire team, as controlled fire means you will likely only use a single mag in any round.

Unlike the SAB-R this gun can easily push into rooms and still compete with close range rifles, especially with use of the brace fire. The accurate brace fire utilizing the laser on the weapon will allow rapid fire into enemy players, and even precision headshots with the brace fire are possible. The gun can instantly shift from medium to long range and outperform anything but the closest range weapons and the longest sniper duel.

Due to having much less of these than the AP-25s, the BLK-TAR is usually reserved for high priority engagements or long sightlines. Using it in close quarters situations is best left to the DL-12 or AP-25 if possible, unless the user plans to take on long range engagements or needs to be versatile in the role that they fill.
Due Process Wiki

Welcome to *****Due Process***** Wiki

the Official Due Process compendium by the players, for the players.
We are currently maintaining 434 pages (66 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

What is ****Due Process****?

Due Process is an in-development love letter to "classic" tactical shooters of yore, like SWAT and the Rainbow Six series. It's a multiplayer 5v5 shooter with a mix of arcadey mechanics and style clashing along side the grungy feel of a hardened dystopian future. The gameplay focuses each team planning their defense or assault on a building while they manage their round-to-round resources, all taking place in ever-changing procedurally generated levels.

Content

Videos

News

Blog

Content on the horizon, check it out....

Public Test Branch, new content, roadmap update, and mo...

Due Process will have a Free Weekend from Thursday, May...

Level up your planning experience!...

Warehouse begone!...

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To write a new article, just enter the article title in the box below or in the search box at the top of the page.

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	+ Feel free to register and join our user base by clicking **here**.
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	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
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Due Process Wiki/Top section

Welcome to ***Due Process*** Wiki

the Official Due Process compendium by the players, for the players.
We are currently maintaining 434 pages (66 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

What is **Due Process**?

Due Process is an in-development love letter to "classic" tactical shooters of yore, like SWAT and the Rainbow Six series. It's a multiplayer 5v5 shooter with a mix of arcadey mechanics and style clashing along side the grungy feel of a hardened dystopian future. The gameplay focuses each team planning their defense or assault on a building while they manage their round-to-round resources, all taking place in ever-changing procedurally generated levels.

Content
Barbed Wire

**Barbed Wire** is a piece of Equipment assigned to Defenders.

## Uses

Barbed Wire is a piece of equipment assigned to Defenders. It is used to slow down enemies, which can make it easier to find and eliminate them. It is usually placed around doors or "choke points". Barbed Wire can also make a distinct rattling sound when a player is walking through it, which can help indicate when a potential enemy is near.

It can also be picked up from a dead players body. This means that Attackers can also use Barbed Wire if they kill a player with it in their inventory.

## Weaknesses

While Barbed Wire can be useful around most areas in a map, Barbed Wire can be destroyed if close enough to an explosion.

Explosions Barbed Wire are affected by include:

* Frag Grenades
* Door Charges
* Wall Charges

If these explosions are close enough to the Barbed Wire, it will disappear.

## Gameplay

Barbed Wire can be collected in the lower section of the middle rack of weapons in the Defender Room.

There is only 9 Barbed Wire that can be used per set of Defenders.

In the map, you can press B to place a Barbed Wire indicator/icon anywhere on the map to show where Barbed Wire should be placed. This icon can be moved anywhere by clicking and dragging it, and can be rotated by using the mouse wheel.

By clicking this icon, you can claim placing the barbed wire for some experience points. Be aware, though, that this doesn't prevent other players from placing barbed wire on this claimed icon. All it does is give experience, not assign the location to you.

You recieve 30 EXP for claiming this icon.

You receive 60 EXP for placing Barbed Wire.

You receive 135 EXP for placing Barbed Wire on a claimed icon.
Gruber-SD6

*"Quiet Ambusher"*

The silent cousin of the Gruber-5, the Gruber-SD6 features an extended stock and a suppressor. Aside from sound, appearance, and technical differences, weapon damage remains the same. Likewise, defenders are also granted two Gruber-SD6’s alongside two Gruber-5’s. Featuring a fairly fast rate of fire with low-damage, the Gruber-SD6 makes an excellent support weapon for developing cross-fires with teammates. Some of the main differences compared to the regular Gruber include recoil and front iron sights, with the Gruber-SD6 featuring more stabilized recoil and a delta as its front post. In addition to the suppressor, threat indicators are also reduced if fired at from the Gruber-SD6.

## Strategy

Known as the longer Gruber, this weapon is perfect for taking medium-length  engagements where one wishes to anchor around an area to support teammates. Additionally, the reduction of threat or hit indicators may allow the user to conceal themselves more easily to set up an ambush with other defending teammates.

When coming across this weapon as an attacker, it acts as an informal upgrade from your AP-25. While having a lower penetration value and no brace laser, the Gruber-SD6 comes with a slimmer profile and higher DPS, making it preferable on maps that may feature rooms with a moderate amount of cover and space such as Killhouse’s club rooms or C-Store’s storefront. These minor differences can mean the difference of life or death in engagements, fairing it as a better support tool or primary weapon in longer engagements, such as in Bank’s lobby or Factory’s server farm.

## Trivia

* As the Gruber-5 mimics the MP5, the Gruber-SD6 mimics a weapon of similar make: the H&K MP5SD
* The stock appears to be a folding or fixed stock, compared to the Gruber-5's collapsible stock in the closed position
Killhouse

**Killhouse** is the most basic map tile set. It resembles a shooting range kill house and features many props that would fit in such an environment, although it may also feature some rooms that look like they would fit in other settings. The main unique rooms inside this tileset are the club, kitchen, and courtyard rooms, but they can also feature rooms such as storage and office type rooms. Some rooms do not fit a particular theme and simply look like killhouse rooms, with random objects such as stacked tires and shooting targets.

Sheds have a unique feature which is that they can give attackers access to what would you might consider an exterior wall, but the game considers it an interior wall because of it being "inside" the shed room, so it can be wall-breached. The same can be said for courtyards, which are not always accessible to the outside, but the courtyard fences can be wall-breached to give another opening to the attackers.

If defenders wander too deeply into courtyards, the UAV drone can target them and kill them, which makes defender flanking more difficult. Clubs are usually very well lit and have lots of space and lights it can take considerable time to remove all of those lights as a defender. Additionally they have lots of concealment, as well as usually a stage in the center that is raised up and offers some hip level cover. Sometimes a bar is present to provide concealment. A lot of the interior walls are made of wood and can easily be wall-banged. Sometimes some rooms can contain large glass windows or metal shutters which can be shot out and act as a free entrance for the attackers.
Super Shotgun

*"Devastating at point blank range"*

The **Super Shotgun** is sometimes called the "short shotty" to separate it from the longer full sized Defender shotgun (see TUB-12). It uses 20G buckshot currently, although it can use slugs but these are not yet available anywhere except the Armory. Unlike the other two shotguns in the game, this weapon does not take up a primary slot, and instead fits in the secondary slot. Holding only three shots in the magazine including the one chamber, this gun is a hold-out weapon at best, and even then it's range is very poor.

## Strategy

This gun works well with other high damage guns like the MAWP and F1-Legros who have limited ammo capacities, as a backup weapon to finish off enemies when out of ammo or to simply save ammo when firing on softened targets. Accuracy isn't this gun's strong suit and you're better to simply keep mobile and get as close as possible, unless you only need a tiny bit of damage to finish off an opponent. It is recommended not to try to use this gun at any range if possible as even if you are fully aiming down the gun's limited sights, accuracy of the pellets is poor at best.

## Trivia

* The gun's reserve ammo capacity is shared by the other shotguns, and taking it with another shotgun does not give you extra ammo capacity.
* Taking this gun with the MAWP also means that due to the nature of both weapons using single-bullet type ammo, both guns are limited to a total of 8 reserve ammo shared between the two guns.
* At first glance this gun appears to just be a cut down version of the TUB-12, but it has other identifying features around the barrel that separate the two.
How to Win Battles in Jump Magikarp

This guide will show you **how to win battles** in **Magikarp Jump**.

The guaranteed way to win in a battle is to have more jump power than the enemy's Magikarp, making you jump higher. You can do this by either receiving JP from Friendship items Pokemon like Pikachu, or by receiving JP from training and eating food that appears in your tank. Currently, the only way to enhance your Magikarp's jump power during battle is with Friendship items, having a random chance to boost your Magikarp's jump power by either 5% or 25%, effectively making you jump higher than the height you are supposed to reach when jumping.
So, having more Friendship items of the land category will give you more chances to jump higher than the other Magikarp.
KR82U

*"High damage close range assault rifle"*

The **KR82U** is sometimes referred to as the "short KR82" to differentiate it from the full-size version (see KR82) or sometimes noted as an "AK" due to its similarity to the russian style weapon. While not as often preferred as the KR82, the Defenders can use this weapon as a close range deterrent. The weapon's main traits are the large thirty round magazine and high damage per bullet, along with having good bullet penetration. The gun's sights are made up of a top mounted picatinny rail through which the front post can be seen, a haphazard sight at best.

## Strategy

The shorter cousin of the KR82, this gun has increased recoil and more viability at close ranges. Best used for quick peeks around close corners, or with the highly maneuverable brace fire, it's very formidable when weaving in and out of doorways to slow down attackers as they try to advance.

## Trivia

* The gun has a heavy resemblance to a Draco, a civilian AK style pistol. The lack of a stock is presumably to skirt short barrel rifle restrictions.
* Despite the KR82U resembling an AKM style pistol, it shares the naming convention of an AK74U.
* The gun's twin brother, the KR82 is a virtually identical gun, except it has full iron sights, as well as full stock, and with some other minor aesthetic variations. However, not only that but the KR82U shares nomenclature, being the shorter version of the AK74, as the KR82U is to the KR82.
LS45

*"Larger bore, lower capacity"*

The **LS45** is a powerful semi automatic pistol with a limited magazine size, taking up the secondary slot and available exclusively to Defenders. The gun's low magazine size and only slight increase in damage over other secondaries makes it an overall worse choice over most other guns, except in situations where extreme precision is needed. The high recoil of the gun makes it seemingly designed for slow precise tap shooting.

## Strategy

This gun has a moderate amount of recoil, and coupled with the low magazine size it is either ideal for landing single headshots or spamming at close range on low health targets, but only as a back-up. The primary use for this weapon is likely to take as a secondary to preserve your supply of other secondaries while still attempting to retain some form of backup weapon. In use of this weapon be aware of the small magazine size, pre-loading a single round into the chamber is preferred if you do plan on using this weapon.

## Trivia

* The gun's size, shape, capacity and caliber give it a very high resemblance to the real world 1911.
* As a continuation to the previous point, an actual 1911 look-alike was present in previous builds called the "LS45".
Nidhog

Also known as Banshee

*This article is a stub. You can help Dark and Light Wiki by expanding it.*

 Description | Transferable

## Overview

An elite variant of the nidhog can be found in the wild and has a chance to transform into a Windrider.

## Description

A large flying creature resembling a wyvern, the Nidhog is a territorial predator with a powerful jaw.

## Taming

Knocking out a Nidhog can prove difficult, they are easily distracted as they will attack almost anything, this can make it difficult to hit the Nidhog with stone hook arrows or iron hook arrows. Using an Orb of Entanglement can increase your chances of hitting the Nidhog and lowers your chances of being killed.

They can hit hard without proper gear so be sure to wear a good set of armor while attempting to tame the creatures.

If they get close to being knocked out they will fly away, don't worry they will come back unless they are distracted by another creature.

The Nidhog is a carnivore that prefers food in the following order:

 Delicate carnivore feed

>

 Carnivore feed

>

 Fine raw meat

 >

 Fine cooked meat

,

 Fine cured meat

 >

 Raw meat

 >

 Cooked meat

 >

 Cured meat

## Attacks

Left click attack is a regular close combat attack dealing low amounts of damage.

Using Ctrl or Alt click will activate it's barrel roll ability, which deals a moderate amount of AoE damage.

It can pick up the following creatures with its right click grab:

* Player
* Boar
* Wolf
* Ice Wolf
* Bargesh
* Panther
* Deer
* Grut Stag
* Albino Deer
* Sheep
* Bear
* Centaur
* Yeti
Execution Phase

*This article is a stub. You can help Due Process Wiki by expanding it.*

The **Execution Phase** occurs when the timer for the Setup Phase ends. This phase is the main phase of the game and releases the Attackers from the Attacker Truck, then giving them a chance to enter the level and defuse the bomb. See Extraction Phase for more information on how this final phase of the game can be triggered.
Slacker Magikarp

**Slacker Magikarp** is a **random encounter** in **Magikarp Jump**.

## Dialogue

**Event Trigger Text**:

>
> It's such a nice day. Why don't we take the long way home?
>
>
>
>

*Magikarp seems pretty halfhearted about its training today.*

*Will you give Magikarp a good scolding?*

## Results

If you decide to scold Magikarp, it has a 40% chance to succeed.

You went home at once and got some good rest! Your Magikarp's JP went up!
Your Magikarp got its motivation back and regained its max Training Points!
 **60%** | *Magikarp went off somewhere to sulk by itself.*
Your Magikarp is so worn out from fighting with you that its JP went down.
* Lose Jump Power
Attackers

*This article is a stub. You can help Due Process Wiki by expanding it.*

The **Attackers** are ARGUS personnel, wearing uniforms resembling law enforcement colors and performing the role of "Due Process" which in the game terms means execution of those who have broken the law.

## Gameplay

The attackers are covered in a thick armor, which in gameplay terms gives them an effective 50 additional HP over the defenders. They also are forced to breach most doors in the levels, while defenders can open basically any door without needing to break open the doors or be on the inside. The attackers spawn inside the Attacker Truck which serves as their armory.

## Trivia

* Early public renders of the ARGUS officers have shown them in uniforms which say "police" instead, but it seems to have been a conscious decision to abandon any wording relating them to police officers.
* Unlike the defenders, the ARGUS have very spartan uniforms, and there are only very subtle differences between what they are wearing.
Is It Treasure?

**Is It Treasure?** is a **random encounter** in **Magikarp Jump**.

## Dialogue

**Event Trigger Text**:

>
> It's such a nice day! Why don't we take the long way home?
>
>
>
>

*Huh?! Well, that is a tempting little surprise right there.*

*This could be your lucky day! Or it could be a trap meant to trick some sucker.*

*Seems pretty trappish to me. But what do you think, genius?*

## Results

If you decide to grab the Pokéball, it has a 65% chance to succeed.

*Better hope it was a trap, huh?*
 **35%** | *Yargh! It was a Voltorb!*
It used Explosion! Oh no, Magikarp! Everything is turning black...
* Lose current Magikarp.
Gyarados

Magikarp's evolved form. As Gyarados cannot jump, it cannot compete in the League and is retired immediately.

In the main games, Magikarp can evolve into Gyarados once it reaches level 20. The Trainer starts with an Everstone that prevents Magikarp's evolution. The Everstone may be broken once and only once, but will be immediately replaced once the Trainer has fished another Magikarp.

If the Magikarp is a Gold Magikarp when it evolves, it will evolve into a Red Gyarados.

## Random Encounters that involve Gyarados

* Macho Karp
* Adios, Gyarados!
* Trade for Gyarados?!
Snoozing With Snorlax

**Snoozing With Snorlax** is a **random encounter** in **Magikarp Jump**.

## Dialogue

**Event Trigger Text**:

>
> It's such a nice day. Why don't we take the long way home?
>
>
>
>

*Take a gander at that! Snorlax sure seems to be having a nice snooze right there.*

*It shows no sign of waking up anytime soon, either.*

*You and your Magikarp are sure tuckered out from all that training...*

*So tuckered out that Snorlax's squashy stomach looks like a real nice bed to sleep on...*

*You decided to take a nice snooze right on top of Snorlax's big belly!*

*Zzz... Zzz... Zzz...*

## Results

*Ahhh, that was the best sleep you've ever had!*

* Gain 3 Training Points.
Power Up

The **Power Up** is a **single use item** in **Magikarp Jump**. It can be bought in the Diamond Shop for 200 diamonds.

## Summary

Power Ups can also be received in the following ways:

* As a possible item from Charizard (3% chance)
* As a possible item from Mudkip (2% chance)
* As a possible item after choosing the **Check it Out** option in Let's Be Friends Random Encounter
Updates/1.2.0

>
> **Official Update Notes**
>
>
>
> * You can now challenge the  Ultra League!
> * You can now fish up new patterns of Magikarp!
> * New events have been added!
> * New Friendship Items and Decorations have been added to the Diamond Shop!
>
>
>

* Added Ultra League
	+ Expert League JP moved to after Ultra League. Jump Power ranges adjusted accordingly
* Maximum trainer rank increased to 79
	+ Motivation Bonus cap increased to 1250%
* Added Food: Casteliacone and Magikarp Biscuit
* Added Training: Golem Push and Soccer Ball Smash
* Added Decorations: Clefairy Doll
* Added Friendship Items and corresponding Support Pokémon: Soothe Bell and Soft Sand
* Added Red Rock Theme
* Added White and Black Magikarp Patterns
	+ Added Pro's Old Rod
* Added Random Encounters:
	+ Event numbers reordered.
* Added Skip button to Random Encounters
* Removed regaining League Play message upon winning a League Battle
Magikarp Level up bonus

The **Magikarp Level up bonus** is an amount of Coins awarded every 5 Magikarp levels.

## Summary

The Level up bonus is determined by what level a Magikarp attains - the higher the level, the more Coins are awarded.

The rewards appear as a golden Poké Ball in the pond as soon as an appropriate level is reached, and will remain until claimed.

## Related Decorations

* Lampent Lamp - Increases the Level up reward by 29%
* Dugtrio Rock - Increases the Level up reward by 32%
Weapon Stats Sheet

## About

Here is a full weapon guide on how much damage each gun deals, their penetration, TTK ect. This is data collected by the community, specifically Simber, Revenant and RedCommissar. There is a Google Sheet to the data but here is the data put into a table to make it more digestible

## Penetration About

Penetration is very simple in DUE PROCESS, each wall has a set value and each gun has a paired value to go along with that. Thin walls have a value of 2, Thick 5, Very Thick 10 and Ballistic 50. Each gun must have a certain amount of "speed" to travel through a wall, this "speed" value is a hidden number that the game uses to calculate penetration. These values are determined by the guns ammo type or caliber. Shotguns fall under the LOW caliber category but all have a PEN value of 4. Pistols and SMGs all fall under the LOW caliber and all have a PEN value of 5 (minus the NACK that falls under the HIGH caliber source https://youtu.be/cpqdYt9hw2g?t=75) Most ARs and Semi-Automatic Rifles fall under the MED caliber and PEN value of 10. Finally the MAWP, SABR, Legros and NACK all have a PEN value of 15.

Every time you shoot through a wall a calculation is made via the numerical figures above, if the gun you are currently holding has a higher PEN value (speed) than the wall, the bullet will travel to the other side. Another calculation is then made once the bullet is on the other side, PEN VALUE - WALL VALUE = NEW PEN VALUE. For an example if you had an INGMAR on Killhouse, which is made out of thin walls, and shot through one layer of wall your new PEN value would be 8 as 10 - 2 =8. This can happen in succession, a bullet can travel through more than one wall and so can keep going until it doesn't have enough PEN value (speed) to travel through another wall. Anther example, if you had a GRUBER on Killhouse, the max amount of walls the bullet could travel through would be 2, as 5 - 2 = 3, 3 - 2 = 1 and 1 doesn't have enough to travel through the wall again

The final calculation that is made in regards to weapon penetration is damage falloff. If your bullet loses over 70% of it's overall PEN value (speed) then it will deal 50% less damage as well as that headshot do not count. For an example of this, an AP-25 (10) on killhouse (2), if you shoot through one wall on killhouse your damage will not be halved and you will still be able to headshot 10 - 2 = 8 (80%), although if you shoot through 2 walls your damage is then halved as 10 - 4 = 6 (60%) as it is less than 75% of the overall weapons PEN value

If you want to go into more detail of penetration in DUE PROCESS you can watch revenant's video on the subject

## Defender

Type
DMG
Shot
Kill
Attacker
Attacker
Defender
Defender

## Attacker

Type
DMG
Shot
Kill
Attacker
Attacker
Defender
Defender
Friendship Items

There are a variety of **Friendship Items** that can be used to boost your friendship with **Magikarp** in **Magikarp Jump**.

Each friendship item unlocks a **Support Pokémon** with skills to help **Magikarp** out. These skills have cooldowns that vary between each Support Pokémon. For some Support Pokémon, the effects of their skills can be ranked up with  Support Candies .

There are two ways to obtain Friendship Items:

* Complete Leagues
	+ **Light Ball**  (Pikachu) - Beat the  Friend League
	+ **Mystic Water**  (Piplup) - Beat the  Quick League
	+ **Amulet Coin**  (Meowth) - Beat the  Great League
	+ **Miracle Seed**  (Bulbasaur) - Beat the  Luxury League
	+ **Soft Sand**  (Mudkip) - Beat the  Ultra League
* Purchase through the Diamond Shop using  Diamonds
Shop

The **Shop** is a place to purchase Diamonds, and exchange Exchange Tickets in Magikarp Jump.

## Summary

It can be accessed through the 'Purchase' button in the Menu.

### Specialty Shop

In the Specialty Shop, you can purchase Diamonds with real money. You cannot purchase more than 5,000 Diamonds. For every Diamond you purchase, you get an Exchange Ticket.

### Exchange Office

In the Exchange office, you can exchange 500 Exchange Tickets for a reward. There are a total of 10 rewards.
Trainer Tips

**Trainer Tips** are general advice about Magikarp Jump.

Tapping the sign at the top left of the Pond will display a random Trainer Tip.

An exclamation mark appears on the sign when a trainer ranks up, but the sign will still only give Trainer Tips and has no additional special function.

## List of Trainer Tips

Currently, the following tips are available:
Slowpoke

Location | Water

**Slowpoke** is a support Pokémon that can be unlocked in Magikarp Jump.

## Skill

Activating Slowpoke's ability refreshes one randomly selected support Pokémon's skill. Only Support Pokémon with skills on cooldown can be refreshed in this manner.

Slowpoke's skill cannot be used if all other Support Pokémon present do not have any skills being recovered.

Techniques: Because slowpoke only refreshes skills on cooldown, the player can force a specific skill to reset. Simply wait for all skills to be available. Then only use the skill of the Pokemon you want to refresh. Once Slowpoke is used it is guaranteed this Pokemon will be refreshed. This method can be paired with Charizard to produce 2 free items every 12 hours.

## Random Encounters

Slowpoke is featured in the random encounter: Easygoing Slowpoke
AP-25

*"Use controlled bursts."*

Details

The *AP-25* is the mainstay of the Attackers, serving as the primary weapon that most of the attacking team will be using due to its abundant supply. The AP-25 is a medium capacity carbine in the body of a submachine-gun style weapon with a full stock. It has little recoil and a decent fire rate.

## Strategy

Due the weapon having a high movements speed in all aim modes and a slight reliance on headshots, this weapon can be used effectively for spraying opponents while moving to reduce the amount of risk incurred while pushing into a room, but the user must remain accurate while doing so in order to maximize the weapon's damage.

## Trivia

* The weapon's design is based on the Kriss Vector.
* Despite it's small appearance, it's chambered in 5.56 rifle rounds, making it capable of penetrating thick surfaces.
* The weapon's magazines are double stacked to maintain the small form factor.
Splash! Magikarp! Wiki/Section 2

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Lost Luvdisc

**Lost Luvdisc** is a **random encounter** in **Magikarp Jump**.

## Dialogue

**Event Trigger Text**:

>
> Why not swing by the town on your way home tonight? Yeah, let's do that!
>
>
>
>

*You come across a lone Luvdisc. It must have gotten separated from its school!*

**Luvdisc**:

>
> ... ... ...
> ... ... ...
> ... ... ...
> ... ... ...
> ... ... ...
>
>
>
>

*Magikarp told Luvdisc where to find its school! It had seen them just a little while ago!*

*Luvdisc swam happily off to find its friends!*

*Hm?!
Wait, after that Luvdisc swam away...*

*You found something sparkling in its wake!*
Pikachu

Location | Land

**Pikachu** is a support Pokémon that can be unlocked in Magikarp Jump.

Pikachu is unlocked upon obtaining the  Light Ball after completing the Friend League.

## Skill

Activating **Pikachu's** skill provides an immediate, small JP boost. **Litten** & **Greninja** both award **JP** but both award it in bigger quantities than **Pikachu.**

## Support Pokémon(s) with Similar Skill

* Mimikyu - Awards a little JP
* Litten - Awards some JP
* Greninja - Awards lots of JP

## Random Encounters

Pikachu is featured in the random encounter: Tag Battle?
Unsinkable Magikarp

**Unsinkable Magikarp** is a **random encounter** in **Magikarp Jump**.

## Dialogue

**Little Girl**:

>
> Sure, you lost, but at least you looked good while you were at it!
>
>
> I'm still your fan, Magikarp! Everyone flops sometimes!
>
>
>
>

## Results

Well, wasn't that sweet! Your Magikarp is feeling so pleased, it regained a Training Point!

* Regain a Training Point.