recursal/Fanatic-Fandom huggingface dataset:
Shotgun

The **Shotgun** is a very common short-range weapon that appears on many maps. When shot, it releases 6 shells with a high spread, making the shotgun a solid choice for basic self defense. The shotgun must be pumped in between shots to reload.

If shot at point-blank, Wooden doors and boxes will be destroyed, allowing 1 and 2 shells through respectively. This makes it a highly preferable choice over other non-penetrating weapons when a door or box lies between players.

## Notes

* "It's...a shotgun. I don't really have anything more to say about it."
* It can be obtained from the console with the commands:
	+ "`*spawn shotgun (coordinates)*"`.
	+ *"give (player) shotgun".*
Eggpal

The sprite for the Eggpal hat.

This is a curious hat, which has the shape of an egg and is obtained via achievement in multiplayer.

## Quack

Something curious is that inside the shell there is a red entity with eyes. If we know something about animals it is that only birds or other animals make children from eggs, but the being that is inside does not look like anything.
Gun Jumping

**Gun Jumping**, also called double jumping or shoot jumping is a technique used by players in Duck Game to jump higher. By jumping while shooting in the opposite direction desired; the gun's recoil will push the player higher. Gun jumping typically requires the performer to use a weapon with significant recoil such as the Mag Blaster or NetGun, although it can be completed with more difficulty with lower recoil weapons such as the Pistol.

Gun Jumping is featured and required to be used in a number of arcade games in Clancy's arcade. By using gun jumping portions of maps can be reached that are unintended by the designer, usually increasing the depth of strategy on some maps.
Net Gun

The **Net Gun** is one of the more common weapons found on many official maps. When shot, the net gun releases a net that will immobilize a player for a short time if they are caught. Trapped players can wiggle in the net, which reduces the time the player is trapped. A trapped player acts as a rock or box and can kill other players if it lands on their head. Other players also gain an opportunity to pick them up and chuck them off of the map or into an environmental hazard, or kill them via any other means while they're unable to move. Netting a duck that is holding a sword will usually kill them instantly, due to the sword falling from their grip.

Shot nets travel along floors, ice ramps, teleporters and springs and can reach far away or out of reach players this way, or act as a kind of trap.

## Notes

* "Fires entangling nets that hold Ducks in place \*evil moustache twirl\*"
* "C02 powered, shoots nets, traps ducks. Is that stubborn duck not moving? Why not trap it, and put it where it belongs."
* It can be obtained from the console with the commands:
	+ "`*spawn netgun (coordinates)*"`.
	+ *"give (player) netgun".*
Props

Redirect to:

* Objects and Cover
**Props** are items that can spawn in maps and do special effects some of them. Most of the props can kill when fall on the head of a player or disarm it when bumping with a player excepting **Target duck** that is a challenge mode stuff and **Flower** that can't kill or disarm other players.

There are few props in the game.
Dueling Pistol

The **Dueling Pistol** is a common gun in Duck Game, it fires a single short range bullet. No recoil is experienced with the Dueling Pistol. The Dueling Pistol is generally seen as an incredibly skill based weapon due to its low capacity, and this is often reflected in map design. Many maps place Dueling Pistols on the map to provide the player with some form of self-defense until a better weapon can be found. Dueling Pistols should always be copied in Purple Blocks, as the opponent will take it as an insult to them.

## Notes

* "The perfect weapon when a Duck has dishonored your family. One shot only."
* It can be obtained from the console with the commands:
	+ "`*spawn duelingpistol (coordinates)*"`.
	+ *"give (player) duelingpistol".*
Super Duck Champ

> Woah... This one will really test your skills, only the very best can beat it!
>
>

## Strategy

The left descending path is the fastest path, as it allows players to fall without fluttering often.

There is an exploit that allows players to clip through the locked double doors. The execution is as follows:

1. Walk right up to the first locked door
2. Trip
3. While tripped and upright, briefly touch left and jump at the same time. this 'tricks' the game into thinking you should be sent right and up, into the roof above you.
4. Ragdoll down to the right and you will either die from the nearby spikes, or clip into the final area.
Grenade Launcher

The **Grenade Launcher** is one of the more challenging weapons in Duck Game. If the fire button is held down, the grenade launcher will begin to angle upward until it's at 90 degrees from horizontal. Releasing the fire button at any point will fire an explosive projectile from the launcher at the angle it is currently at. When a projectile lands, it explodes in a one block radius. In the first 0.26 seconds of being fired, the launched grenade will ricochet off of a surface before exploding, this can be quite difficult to predict.

## Notes

* "Delivers a fun & exciting present to a long distance friend. Hold fire to adjust arc."
* It can be obtained from the console with the commands:
	+ "`*spawn grenadelauncher (coordinates)*"`.
	+ *"give (player) grenadelauncher".*
RC Controller

The **RC Controller** controls a small TNT RC car when used. When the fire button is held, the controller controls the RC car with the usual movement controls. If the fire button is held and the throw/pickup button is pressed, the RC car will explode in a radius around its location, destroying itself in the process.

The RC car can be blown up using other weapons independent of the controller. After the RC car has exploded, the controller is mostly useless except for being thrown or saved in purple boxes. However, if a player other than the user explodes the car while it's in use, the user can still trigger an explosion at the location it was destroyed.

The RC Controller cannot appear in random boxes. If the RC car is saved in a purple box, it will not spawn out of another purple box with a controller.

## Notes

* "Allows you to drive a small car strapped with explosives. Every Duck's dream!"
* It can be obtained from the console with the commands:
	+ "`*spawn rccontroller (coordinates)*"`. (And "rccar")
	+ *"give (player) rccontroller". (And "rccar")*
Variety Zone Final

The cabinet image.

**Variety Zone Final** is an arcade cabinet in the Challenge Arcade. While it is unlocked by default, it can only be accessed by purchasing the Basement Key from Chancy.

## Theme

As this is a Variety Zone cabinet, it has no unifying theme.

## Difficulty

As this is one of the last cabinets the player will likely attempt, it is intended to test the player on everything they have learned thus far and is very difficult to beat.

Completing it is also incredibly difficult and elaborates on previously learned techniques.

## Missions

### Ascension

This mission tasks the player with completing an obstacle course as quickly as possible. This tests them on their ability to use the Jetpack.

### Sniper 101

This mission tasks the player with defeating as many targets as possible within the time limit. This tests them on their ability to use the Sniper.

### Swing Mace

This mission tasks the player with defeating as many targets as possible. This tests the player on using the Grapple and Mace Collar effectively.
The Lobby

**The Lobby** is the entry point to the Challenge Arcade as well as local and online multiplayer. This area consists of four rooms and a purple beam of light in the center. Each room contains a computer, a Virtual Shotgun spawner and a glass window facing the beam.

Each player is assigned a different room, with a total of eight players (four on consoles) allowed in one lobby (one player per room). In their rooms players can edit their rooms and equip hats for their duck through the computer.

The light beam is accessed by breaking through the glass window and will bring up a menu to start the Challenge Arcade, if the player is alone, or join another player's online lobbies or to host a new online game.

In an online multiplayer lobby, or if more players have joined, the light beam is used to mark yourself and other players as 'Ready'. This is also indicated by an illuminated sign at the top of each player's room, with a green sign meaning 'Ready' and a red sign meaning 'Not Ready'. When all the players in the lobby are 'Ready' the host can start the match; however, the host is also able to force-start the match at any time by pressing **F1 + Space** on the keyboard.

A duck is still be able to die in the Lobby area. If such a thing happens, they'll simply respawn in their room safe and sound, for the most part.

## Trivia

By utilizing well-timed movement and pressing Start at the right time, players are able to move between lobby rooms or throw their shotguns into opposite rooms. It is also possible to fall down through the beam and die because of it.

You can read more on the page about Lobby Glitches.
Ragdoll Jumping

**Ragdoll Jumping** is a simple technique that allows players to jump a block higher than they usually would. To do this, press ragdoll twice in quick succession and then jump. After pressing ragdoll twice, the player will appear one block above the ground, from which they are then able to jump. This is an incredibly useful and consistent technique once mastered.

   Note that if a player is standing below a box, or touching a ledge, only one ragdoll press is required because pressing it once in these scenarios instantly 'jumps' the duck onto box or ledge.

See also: Extended Ragdoll Jump
Combat techniques

Here are a few combat techniques you'll want to learn in order to master the game.

## Tossing things

The most underrated technique by new players doesn't even require a weapon.

Hitting an opponent with an object thrown with enough force (while you're in movement) will have the effect of disarming that opponent, sending their weapon flying in the way they were moving. If they were moving towards you, you can now pick up their own weapon and kill them with it!

Even better, hitting an opponent's head from above with a heavy enough object (such as a crate) will instantly kill them if they're not wearing adequate protection. One way to ensure a kill against a static opponent is to directly drop a crate onto them from above by holding down when dropping the crate.

## Sword stab

The way to perform the this sword's move is not immediately obvious. To perform a sword stab you must crouch or slide down and then aim backwards. The attack button can now be pressed or even held to thrust the sword forward, killing anything on touch.

## The suicide pistol

The suicide pistol is a very capable weapon in the right hands, though its more than a bit inconvenient to use.

To make proper use of it you must be crouching, not sliding or standing. Shooting will make you slide on the ground and fire a shot behind you. You must get back to a crouching position if you want to fire again.

An easier way to use it is to fire it while you're gliding down. The gun will fire directly below you at an angle where most other ducks can't shoot back.

## Faster reloads

Some weapons like the bazooka and the blunderbuss have a very long reload animation. It can be greatly sped up by mashing attack button.

## Chainsaw sliding

Rev up your chainsaw and slide while attacking. Have fun!

## Fire darts

Walk up to a fire with a dartgun to light it on fire, turning it into the best fire weapon in the game! You can also fire darts through flames to set them (and whatever they hit) alight.
Fire Extinguisher

The **Fire Extinguisher** is a tool featured typically on maps with an abundance of sources of fire-based weapons. Foam shot by the fire extinguisher is completely harmless and cannot be used as a weapon. However, the fire extinguisher is a valuable resource in fire-based combat, as a burning duck can put themselves out by touching the foam.

## Notes

* "Safety first! Extinguishes fires but also just makes everything fun and foamy."
* It can be obtained from the console with the commands:
* Online it will have 4 seconds of ammo capacity instead of 6.66
	+ "`*spawn fireextinguisher (coordinates)*"`.
	+ *"give (player) fireextinguisher".*
Firing Modes

Listed below are all of the various **Firing Modes** that apply to the weapons in Duck Game.

## Semi-Automatic

Most ranged weapons in Duck Game are **semi-automatic**. For every press of the fire button a single shot is fired immediately, to fire another shot the fire button must be pressed again. Semi-automatic fire can be sustained until the weapon is out of ammo.

## Automatic

**Automatic** weapons fire as long as the fire button is held unlike semi which it must be released before the next shot can be fired. By using tap fire automatic weapons can produce single or short bursts instead of automatic fire. Most automatic weapons increase in spread as firing is sustained.

## Manual

**Manual** encompasses pump-action, bolt action and single-action weapons where the player must press the fire button after firing before being able to fire again. Manual weapons' first shot will be fired upon pressing the fire button. As previously described the player will have to press the fire button twice, once to cycle the weapon and the second to fire it.

## Fire & Reload

**Fire & reload** (F&R), is similar to manual in which the player must press fire between shots to fire again. F&R differs, by requiring a reload after being fired which the player must trigger using the fire button. While reloading the player is in a vulnerable state in which the player must wait completely unable to move during the reload animation. There is no way to cancel the reload animation, but one way (possibly a glitch) to speed up the reloading animation is to constantly press your fire button during the animation (faster pressing, faster reloading).

## Charge

**Charge** weapons require the player to hold the fire button before shooting. charged weapons go off immediately after the charge time is complete. The Death Ray fires a single shot after charging, the Chaingun is automatic after charging. Uniquely the Phaser has two firing modes, semi-automatic and a charge mode when the fire button is held, again uniquely it can hold the charge unlike other charge weapons.

## Pull & Throw

**Pull & throw** (P&T) describes weapons that are used by first pressing the fire button, and subsequently throwing the weapon. Most P&T weapons have a delay before some action occurs such as a Grenade's explosion or the Roman Candle's fireworks.

## Unique

### Throw

Similar to pull & throw (P&T) the **throw** mechanism arms the weapon and throws it with the fire button rather than the two actions of P&T. The Mine and the Banana Cluster are the only weapons to feature this action.

### Three Round Burst

Similar to semi-automatic the **three round burst** mode fires three shots every time the fire button is pressed and requires the fire button to be released before another burst can be fired. The Pewpew Laser is the only weapon in Duck Game to feature this firing mode.

### Single Shot

The **single shot** firing mode is only used by the Dueling Pistol, it can only fire once, it cannot be cycled or reloaded.
Beta Scimitar

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

## General Properties

### Item ID

oldenergyscimi

 — 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 83.40.46.171 on 2023-12-29 17:53:19.

The **Beta Scimitar** is an unused item...

## Notes

* It can be obtained from the console with the commands:
	+ "`*spawn oldenergyscimi (coordinates)*"`.
	+ *"give (player) oldenergyscimi".*
Forest05

**Forest05** is a big forest-themed deathmatch level which mainly features combat shotguns.

## Items & Spawns

**Player & Team Spawns:**

* 4 player spawns
* 3 team spawns.

**Item Spawners:**

* 5 blue boxes with a combat shotgun inside.
* 2 football helmet spawners with a delay of 20s.

**Misc Items:**

* 6 stones

## Strategies

* One common strategy is to hide yourself with a stone at the center of the map as stones can't be broken nor trespassed by combat shotgun bullets. It's not a winning strategy but it works if you try to avoid being killed.
Machine Pistol

Extreme rapid fire, high spread with a fairly large capacity makes the **Machine Pistol** extremely deadly at close range. Similarly the rapid fire depletes the ammo magazine very quickly. There is little push back recoil but when firing it makes it difficult for the player to move.

There are currently problems with this weapon with online play therefore it is considered an unavailable weapon, it is normally only available in local play. It can be used in custom and internet maps online, and it does function, though the extreme fire rate may cause minor problems with the server.

## Notes

* "Old faithful, the 9MM pistol."
* "Need to deliver a bunch of bullets to someone in a hurry? Try this."
* It can be obtained from the console with the commands:
	+ "`*spawn g18 (coordinates)*"`.
	+ *"give (player) g18".*
Flame Thrower

The **Flame Thrower** is a flame-based weapon which spreads flames wherever sprayed. Flames fall down through non solid platforms, and generally fall downwards with gravity. If a block is in front of a duck's head but not at body level flames can be sprayed through.

## Notes

* "Some Ducks just want to watch the world burn."
* "I have a problem. I want this flame here, to be over there. But I can't pick it up, it's too damn hot. If only there was some way I could throw it."
* It can be obtained from the console with the commands:
	+ "`*spawn flamethrower (coordinates)*"`.
	+ *"give (player) `flamethrower`".*
Snubby Pistol

The **Snubby Pistol** or snap pistol is a single-action snub-nose revolver. Seen in a similar role as the Pistol, the snubby pistol is generally effective on most maps. Although it is practical, the snubby is usually tossed in favor of other weapons because of its manual firing mode. The lack of any significant recoil with the snubby makes close range and running spam extremely effective.

## Notes

* "The world's most adorable gun."
* It can be obtained from the console with the commands:
	+ "`*spawn snubbypistol (coordinates)*"`.
	+ *"give (player) snubbypistol".*
Laser Rifle

The **Laser Rifle** is a laser-based high fire rate weapon, most notable for its downward angled shots. Lasers shot by the laser rifle will ricochet upon hitting a surface. If a player is in a confined space, accidental suicide is likely if the player is not careful. By pointing the rifle upward an angle shot can be achieved easily.

## Notes

* "Fires a reflecting beam of deadly energy at an angle. Science makes it happen!"
* The Laser Rifle's bullets are guaranteed to go through pipes
* It can be obtained from the console with the commands:
	+ "`*spawn laserrifle (coordinates)*"`.
	+ *"give (player) laserrifle".*
Pew Pew Laser

The **Pew Pew Laser** is a three round burst laser weapon found typically on futuristic themed maps. When firing the three round burst there is a small amount of spread between them typically enough to hit a player in all positions.

The long range and three round burst make this weapon strong on most maps, although the slow travel speed is it's main weakness.

The gun will still fire it's three rounds if you toss it while it shoots. Depending on the timing, you can hit yourself with it that way.

## Notes

* "Quick-fire laser beam of ULTIMATE DESTRUCTION... with an adorable wittle name."
* It can be obtained from the console with the commands:
	+ "`*spawn pewpewlaser (coordinates)*"`.
	+ *"give (player) `pewpewlaser`".*
Wire Trapdoor

**Wire Trapdoor** is a wire entity consisting of a block and a 2-block long platform (trapdoor) such that when triggered by a signal, its platform moves up or down so that it is either horizontal to the side of the block, or vertical below it.

There are two types of trapdoor: a red version, and a solid grey version. When a trapdoor is horizontal, the red version acts like a platform block and the grey version acts like a solid block.

Trapdoors cannot be destroyed.
Dartgun

The **Dartgun** is modeled after a Nerf gun and shoots darts. If another player is hit with a dart they are knocked back, if they have a weapon it is disarmed from them. Darts can be stood on if shot on a wall, this allows for wall climbing if the player does this successively. Darts can trigger buttons, and mines. Darts do not knock back ragdolled players.

## Flaming Darts

If the dartgun is in contact with fire, the tip of the gun will light on fire. When the tip is on fire and the dartgun is shot, flaming darts will be launched, if these collide with players they will be lit on fire. After a fixed amount of time, the tip will melt and the dartgun will no longer fire flaming darts, but will return to firing normal darts. Flaming darts will also be created if a dart flies through fire.

## Notes

* "Shoots like a gun, feels like a gentle breeze."
* It can be obtained from the console with the commands:
	+ "`*spawn dartgun (coordinates)*"`.
	+ *"give (player) dartgun".*
Matchbox

The **Matchbox** is an ineffective flame weapon found mostly in random item boxes and presents.

A small flame is shot out when the fire button is pressed, if this flame hits another player they are set ablaze.

Sometimes the matchbox will release two flames for a single button press.

## Bugs

* Fire particles spawned by the Matchbox can spawn inside its collision box sometimes heating it up and explode on the player firing it, making it randomly explode when used.

## Notes

* "A box full of fire sticks. Keep away from children."
* When heated up the matchbox will explode into 5 fire particles fired randomly
* It can be obtained from the console with the commands:
	+ "`*spawn matchbox (coordinates)*"`.
	+ *"give (player) matchbox".*
Chancy

Chancy is one of the NPC ducks you will encounter in Duck Game. He is the (presumed) owner of the Challenge Arcade that you beat and unlock challenges in. As well as this, he will sell you gameplay Modifiers and Hats for the tickets you obtain from beating arcade challenges.

Later on, Chancy will give you specific challenges to do while playing some of the arcade challenges (i.e. in the "Office Work - Working Late" challenge, where he will task you to break all of the windows with your body only), which will unlock more arcade machines (see also: List of Chancy challenges).
Gamefacks

**Gamefacks** is a building that is popular among gamers since they have all sorts of FAQs and news stories in the gaming industry.

Most people only bother to get the FAQs and news there and for good reason. There's a community thriving on these parts, usually full of "True Gamers" and overall... Jackasses. There's a few sane people who stay because they're friends with other sane people or that they want news but other than that, the True Gamers vastly outnumber the rational people.

The community is known for their pessimism, elitism, and overall violence to others with differing opinions over video games.

Some of these people slowly take the physical form of a True Gamer.
Combat Shotgun

The **Combat Shotgun** is a shotgun which is generally effective in most situations. The combat shotgun can be considered a direct upgrade to the Shotgun, having more ammunition and a slightly higher range. When shooting, the user must manually pump between shots. Although its bullets do not have piercing properties, wooden doors and boxes will typically be destroyed when shot by the combat shotgun due to its high number of bullets per shot. Remaining ammunition can be determined by the number of shotgun shells left on the side of the shotgun.

## Notes

* "So many shells, what convenience!"
* It can be obtained from the console with the commands:
	+ "`*spawn combatshotgun (coordinates)*"`.
	+ *"give (player) combatshotgun".*
Chaingun

The **Chaingun** is a charge weapon found on some maps. To fire the chaingun the fire button must be held to spin-up the chaingun before firing. If the fire button is released, the chaingun will not spin down instantly. As fire is sustained, the barrels will glow red and the fire rate will decrease. By not firing, the chaingun will cool down and return to normal. When held, the player will walk noticeably slower and will be unable to flap their wings, therefore a jetpack is useful to aid in maneuvering; so useful, in fact, that there is an arcade challenge focusing on it.

## Notes

* "Like a chaingun, but for adults. Fires mean pointy metal things."
* It can be obtained from the console with the commands:
	+ "`*spawn chaingun (coordinates)*"`.
	+ *"give (player) chaingun".*
Step 1: Office Raid

> We have a 3 step plan for shutting down corptron once and for all! First step is to raid the office
>
>

Step 1: Office Raid is the first challenge on the Target Missions arcade.

This level consists in killing all the targets as fast as you can.

## Strategy

Right at the spawn point you have a Snubby Pistol. You will need to kill the first 3 enemy from outside, shooting thought the glass, then killing the remaining one. You can't miss a single bullet, if you did everything right a Shotgun will be with the last enemy. Right after running out of bullets you will get a Shotgun, you need kill the duck next to a Crate, destroying it is important. Then you will change your Shotgun for a Pistol, the first enemy you should kill is the wall, if you jump and stay next to the wall your duck will aim upwards, then you will pass the Water Cooler and kill the remaining duck.

The new batch of will spawn one by one, kill the first while jumping in the platform and stay there, then ducks will start to spawn alternating between left and right but you can pre fire knowing the exactly location. When an enemy spawns slight high then your platform level jump forward while shoot him, land ahead of the Water Cooler and shoot two times with your pistol then throw away. The last enemy you had to kill dropped an AK-47, this will be the next gun we will be using. The AK-47 has a high recoil, use one bullet for each enemy. The first two ducks will be in the high ground, kill both in one jump then shoot through the door 3 times (while moving outside).

When you are already outside kill the enemy alternating quickly between left and right again. When you are already going down there it can be faster to spam shoots but the weapon will spread more and could destroy a good run.
Forest06

**Forest06** is a small deathmatch level available in online games which depends mainly on your luck to win.

## Items & Spawns

There are not a lot of stuff on this level.

**Player Spawns:**

* 4 - All them over the red random boxes.

**Item Spawners:**

* 4 red random boxes: All them at the center of the level in a row.

## Strategies

As it is a luck-based level, there is no much strategy. Anyways, a very known way to win the match easier is when the level starts, stay over the red blocks and don't move until another player hits a red block, then take the weapon the block drops.

It's hard but you can also hide you in those "tree leaves" detail. If the rest don't see you, when there are only 2 players left: You, and another, it can be confused.
Challenge Arcade

The Challenge Arcade is the only single player part of Duck Game. In the arcade, you can do missions to earn tickets, and then use those tickets to purchase Modifiers and other secrets. The challenge arcade is the only way to obtain modifiers as a host for a game. Progress in the arcade is saved in player's Profiles, including whether or not that player has bought game modifiers. The host of a multiplayer game has access to all the unlocked modifiers of all profiles they own.

You access the missions by using the arcade machines scattered around the area. As you do missions, you'll earn tickets, and unlock more missions. To unlock successive missions in a single arcade machine, you must complete the previous missions with the bare minimum winning score for the mission. To unlock more arcade machines, it's believed that you must have won a certain amount of tickets at previous missions (spending tickets does not limit opportunities to unlock more arcades). To earn more tickets from a mission you've already completed, you must win a greater award for that mission. As you progress, you'll need to work to obtain better scores in missions to unlock more arcades, instead of simply completing all the missions. This will likely get increasingly difficult as you try to progress further.

After a certain amount of progress, Chancy will begin to stand around arcade machines to offer you extra challenges, which are similar to challenges you've already done but with some twist or another.

## Awards

Awards signify your proficiency at a certain mission, and in turn decide how many total tickets (not additional tickets) you're to be given for your performance. Missions will tell you the requirements for achieving Bronze, Silver, and Gold awards, but not the last two. The tickets you receive for each mission may differ

## Chancy Challenges

While you are playing around the arcade Chancy will challenge you to solve some more advanced levels. They are variations of some missions which you find in the arcade and can be unlocked by achieving certain goals.

## Notes

* The Office Work arcade machine has "POOCLOG" written on the side, with a picture of a man with a red hat and mustache. This is likely a reference to Mario, who works as a plumber.
* The Super Saw Duck arcade machine has the caption "BEEFY", which is likely a reference to Super Meat Boy. Super Meat Boy's face can also be seen on the side of the machine.
* The Teleporters arcade machine has the caption "SWACK", with a picture of the Swack hat.
* The Variety Zone Final II arcade machine has a picture of the Turing hat on the side.
Teleporters

A teleporter block teleports players (ducks) or items to another place on the map. A teleporter is commonly used in normal levels.

## Mechanics

A teleporter has an arrow in the center which displays the direction where the teleporter will transport the player or item to, it will teleport to the first teleporter in that direction. Entering a teleporter will teleport you to the opposite side of the second teleporter, for example, you enter to a teleporter from the left, the exit will be on the right. Shooting through a teleporter will cause the bullets to exit on the teleporter exit.

There is a yellow variation that allows teleporting items but not players.

## Glitches

By standing very close to a teleporter it is possible to shoot right through it, bullets won't use the teleporter entry or exit. Players can also move around teleporters, see article Portal Clipping.
Stuff (Level editor)

— 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 Tmob03 on 2022-06-20 01:27:14.

The **Stuff** sub-menu of the level editor is sorted into 6 categories, along with a collection of other entities. All available entities in the sub-menu are listed as below.
Camping Gun

Projectiles fired from the **Camping Gun** immobilize players in a sleeping bag, similar to the Net Gun, but players can escape quicker.

It is reloaded and fired similarly to a shotgun or Grenade Cannon, every shot requires two taps of the attack key.

## Notes

* "Designed to get campers into bed quickly."
* It can be obtained from the console with the commands:
	+ "`*spawn campingrifle (coordinates)*"`.
	+ *"give (player) campingrifle".*
Custom Hats/Metapixels

This list describes the metapixels (metadata pixels) feature that can be used to further customize custom hats.

## Description

An additional row is added to the right of the hat image (resulting in 33, 65 or 97 width). This row can contain the metapixels listed below. The red value indicates its function, green and blue its value if the type allows for it. Pixel color values 0-256 (0x0 - 0xFF) may be re-computed internally.

For example, Hat Offset (red=1) is calculated by subtracting the green and blue color values (x and y coordinates) from 128 to get theoretically possible coordinate offsets between +128 (128-0) and -128 (128-256), in practice this is limited to an offset of +16 to -16 (color values 112 to 144).

## Types

### Boolean

If a pixel with this red value exists, that feature is considered "true" and becomes enabled.

### 2D Vector

X and Y value of the 2D vector are specified by the pixel's green and blue values.

## Metapixel list

Based on the metapixels.txt file released by the developer and the 1.5 release Steam release notes.
SMG

The **SMG** is an uncommon weapon on official maps, akin to a less powerful AK-47. Automatic fire and high spread make the SMG a solid choice for close-quarters combat, but its short range makes it undesirable compared to weapons such as the Pistol. The SMG is modeled after the common MP5 submachine gun.

## Notes

* "Rapid-fire bullet-spitting machine. Great for making artisanal swiss cheese."
* It can be obtained from the console with the commands:
	+ "`*spawn smg (coordinates)*"`.
	+ *"give (player) smg".*
Wire Flipper

**Wire Flipper** is a wire entity that appears in the stuff sub-menu of the level editor. It has one main function, which is to allow or block signals travelling through it, and like grey blocks, cannot be destroyed.

## Basic function

Upon placement, wire flippers have a yellow-colored facing left and a darker arrow facing right (this can be flipped). Any signal that goes into a wire flipper will swap the colors of the arrows, although its main use only occurs when wires are placed only to the left and right of it (and through it).

To best describe how it works, suppose a signal approaches a wire flipper from the right, and the left arrow is yellow, then a signal will pass through and the color of the arrows will switch. Suppose now another signal is sent through from the right, then because the right arrow is now yellow, a signal will not pass through the flipper, but the colours of the arrows will switch again.

## Multiple flippers

Flippers can be placed adjacent to each other, so that if *n* flippers are placed along a single path of wire, essentially 1 in every 2^n signals approaching the flippers (all from the same direction) will pass through. In fact, flipping the arrow colors on particular flippers initially allows for any number of signals between 1 and 2^n to be required for a single signal to pass through (followed by exactly 2^n signals for a signal to pass through after the first instance). This is essentially a binary counter.
Backgrounds

A **background** in a level is either a set of illustrated tiles, or an image that covers the whole screen, appearing behind blocks in both cases. Backgrounds do not interact with players or objects, a background which covers the screen and is a single image will appear behind background tiles, and is referred to as parallax.

## Parallax

There are 9 standard parallax backgrounds used in default and pyramid levels, with an extra parallax background named "Virtual" which can be used in custom maps.

In the parallax sub-menu in the level editor, there are 2 available entities that can be clicked: Custom Parallax, and Parallax Segment. When placed in the level editor, Custom Parallax allows a custom image to be used as a background, in place of a standard one. Meanwhile, Parallax Segment allows for that image to move to the right during a game (either the whole image, or just certain vertical segments). Both entities are invisible once placed. Custom Parallax can only be placed once whereas Parallax Segment can be placed as many times as desired, to allow for multiple segments of the image to move at different speeds.

The above options appear when right-clicking a placed Parallax Segment. YSTART denotes the vertical distance below the top of the screen where the segment starts, YEND denotes the vertical distance below the top of the screen where the segment ends. SPEED and DISTANCE respectively denote the speed the image moves at (from left to right), and the image's distance from the foreground. The MOVING checkbox simply enables the above options when checked.

An example with the settings used in the picture above can be seen in the video below.

## Tile sets

In default levels, there are 9 standard background tile sets used, and an additional tile set exists for pyramid levels, all seen below. Tile sets are usually 128x128 pixel images, although the Space and Castle tile sets are larger than all others. The Nature (F) tile set is a 128x128 pixel image, however has only 4 non-transparent tiles. The "F" in "Nature (F)" stands for "foreground".

## Custom Backgrounds

Making a custom tile set is very similar to making a custom block. To do so, read this guide.

To use a custom parallax background, upload a 320x240 pixel image to the file: Duckgame > Custom > Parallax > Downloaded, then use Custom Parallax in the parallax sub-menu, in the level editor. In fact, longer images can be used, a 1000x240 pixel image is possible for example, however this will take longer for players to download during a game.
Mace Collar

## Mace ball

Only seen in a few challenges, the **Mace Collar** swings around a duck's body as though it's attached to it by a rope. Unless they are wearing a helmet, it will kill anyone it crushes, including the person wearing it! It will also kill anyone besides the wearer, if it's dragged into them fast enough.

The collar can be worn with any other equipment, although cannot be removed. The mace ball attached to the collar slows the wearer considerably, reducing the height of jumps as well. Unlike the choke collar, the ball cannot be picked up.
Merchandise

Duck Game itself is sold exclusively as a digital download on the various platforms where it is available. Physical items and toys with official Duck Game branding exist, they can not currently be bought. Most of them were only given out as promotional articles to reviewers and streamers, as well as to contest winners.

* Quacking Push buttons
	+ Chancy design
	+ Senpai design
* Pin-back buttons
* Plush duck was available for a limited time during the Adult Swim Games sale on Humble Bundle.

### References

1. ↑ 1.0 1.1 @Zizidown on Twitter, 15. May 2019
2. ↑ @VinnyVinesauce on Twitter, 24. Aug. 2017
3. ↑ theindiebox.com: Duck Game Plush Update!, 28. Nov. 2017
Good Book

The **Good Book** is an unconventional close range weapon. When close to other players and the fire button is pressed the an area of effect is formed and if any opposing players are caught in it they are temporarily stunned. If the player using the book continues to press the fire button the stunned player will be converted and "join" the attackers team and gain their hat. If either or both of the two players is alive at the end of the round a point is awarded to the player who converted the other. Converting does not work in the air, both players must be on the ground.

There is an achievement for winning a match by converting all three other players to your team.

For some reason, the Good Book is rather inconsistent with catching players in it's radius in online play, making it even less desirable than it already was as a short range, unconventional "weapon."

Converting dead ducks will perform a Funeral, creating a Tombstone in the process.

Holding Quack while using the Good Book will create the yellow aura around you without converting other ducks.

## Strategy

   Like team games, a converted player can "team" kill the player who converted them, or commit suicide. Since "team" killing is possible using the book in a highly competitive environment is not a viable option as most players who know they can "team" kill will do so.

## Notes

* "Converts enemies to your side. Don't spoil the ending."
* "A collection of words, maybe other ducks should hear them?"
* It can be obtained from the console with the commands:
	+ "`*spawn goodbook (coordinates)*"`.
	+ *"give (player) goodbook".*
Modifiers

Modifiers can be unlocked at the Challenge Arcade. Some modifiers are unlocked as a special which can be used at the arcade. Most modifiers are gameplay modifiers, and can customize gameplay depending on which *MP Modifiers* you use.

Items require **Tokens** to unlock. The following list shows how many tokens you can earn from a challenge:

 Silver
 Gold
 Diamond/Platinum
 Developer/Ur the best
Unused Items

In addition to the unused weapons there are a few more items and sprites found in the Duck Game files which are unused, or not functional at all.

## Red Barrel

Probably just an old barrel for the lava. No clue as to what it's for otherwise.

## Harpoon Gun

   A weapon used to shoot harpoons. Unused as of right now, but my guess would be it will shoot a harpoon which is roped together with the arrow, and shoot at an arc. You may even be able to pull in other ducks? Who knows? We're hunting ducks, not whales.

## Green Chestplate

   Was it a beta chestplate, or a different style, like the Knight Helmet compared to the regular helmet? All we have is this sprite!

## Boxing Glove

    An unused boxing glove. Presumably for punching.
Variety Zone 2

The cabinet image.

**Variety Zone 2** is an arcade cabinet in the Challenge Arcade and it is unknown how to unlock it.

## Theme

As this is a Variety Zone cabinet, it has no unifying theme.

## Difficulty

As this cabinet appears early, it is not too difficult. However, it can be slightly confusing due to it being largely physics-based and including Teleporters.

## Missions

### Mace Face

This mission tasks the player with defeating as many targets as possible in the allocated time. This teaches the player on how to do damage with the Mace Collar and how to avoid dying while using it.

### Phaser 101

This mission tasks the player with defeating as many targets as possible in the allocated time. This tests their ability to use the Phaser and will likely be their introduction to Teleporters.

### Swing Shotgun

This mission tasks the player with defeating as many targets as possible in the allocated time. This tests them on using the Grapple and Combat Shotgun, especially how to avoid falling due to the shotgun's knockback.

## Trivia

* The formatting for the Variety Zone cabinets is inconsistent. While this cabinet uses the number 2 in the name, Variety Zone Final II uses the roman numeral 2.
* Despite what the name may imply, this cabinet only has target-breaking missions.
Wall Clipping

**Wall clipping** is a technique applied to walls adjacent to a space of height 2 that allows players to 'clip' through the wall, either to the other side of the wall, or above it. This can be applied not only to walls, but also to doors, locked doors, and windows.

To clip a wall, simply run at the wall, ragdoll when the duck is about 1.5 blocks away from the wall, then ragdoll again when the duck is about 0.25 blocks away from the wall. The timing is specific and requires practice, but once learnt is a consistent and useful technique. If done correctly, the duck should be stuck in the wall in a ragdolled position, simply ragdoll again or jump to get out.

Touching and facing a locked door then quickly pressing ragdoll twice will also clip a duck. Once a locked door is clipped, a player can crouch and spam any other button to traverse over the door, this is useful on many maps. Normal doors are much harder to clip as they can open before the player presses ragdoll for the first time.

Often clipping from the left is more successful than from the right; ragdolling out of a wall usually pushes the duck to the right side of it.
Grapple

The **grapple** is a piece of equipment that allows the wearer to grip to walls and ceilings.

A red laser emanates from the grapple at an upward 45° angle in the direction of the player. Pressing jump while the red laser is pointing at a block will attach the grapple to it.

You can hold the down button to lower yourself, or hold up while attached to raise yourself. If you're using a keyboard it is advised to rebind the jump button, because while up will raise you, up is by default also jump, which will usually detach your grapple. You can also swing left and right. You cannot glide with a grappling hook equipped.
Intermission

The intermission is a pause in the multiplayer game where players can see their scores.

The intermission takes place in a stadium where each of the ducks throw their rock (with the corresponding color and hat) at a distance corresponding to their score. When the rock arrives the floor, a card with the score number will appear.

## Furniture

In the intermission you can see some furniture, such as a red chair and a table with something on it. Above that, there are is an audience and possibly more empty seats for spectators. Above the audience is a big screen with the final scores.

## Audience

The audience wears the hats of the players in the game. The higher the score the more often a player's hat can be seen in the audience. The ducks in the audience quack in the background.

## Function

In Duck Game, intermissions have an important function in the game. The intermission occurs after every 10 levels by default, though this can be changed in online multiplayer by setting the "Rests every" match setting. If the required amount of wins, 10 by default, has been reached but no single player has reached this amount of points, then another 10 levels will be played until the next intermission. Otherwise a winner is selected and awarded a trophy on a podium.

If two players reach the same score at the time of the intermission, an extra tiebreaker level will be played until the winner is determined.

The intermission the only moment where a player can win.

## Extra

* Sometimes all the audience has the same hat.
* When a player doesn't have a hat, the audience will wear the "Default" hat, which resembles a duck's head that is quite big.
* The stadium of the intermission has a green part where the rocks are fighting to reach the finish line, after the finish line there is some more grass and after that, more dirt. Is harder win a match crossing the grass part than to win a level only with the good book.
Suicide Pistol

The **Suicide Pistol** is a revolver with the barrel pointed toward the user killing them upon regularly firing the gun. Often the suicide pistol will come out of a mystery block or present, leading to the unsuspecting player attempting to spam the firing button in order to attack enemy players, only to be tricked into shooting themselves. Many of the stats are shared with the regular Magnum revolver. Red grips and barrel direction differentiate the suicide pistol and the magnum at first glance.

## Using Without Suicide

The suicide pistol will kill the user when standing or laying down, but there are several techniques to use the weapon offensively. Before firing, duck (press down without moving) and then fire, this will fire behind the player but not kill them. Alternatively, if the player is falling, shooting will not harm them. If the player is hovering or standing against a wall, firing the gun will shoot downward without harm.

Much like other guns, angle shots are possible though naturally the directions are reversed. Upwards angle shots (analogous to downwards angle shots for other guns) are trickier than downwards angle shots, as the player has to crouch before shooting, otherwise they will shoot themselves. The high risk and difficulty of this technique leads to it being used rarely.

## Notes

* "There's something odd about this gun but I can't quite put my finger on it."
* It can be obtained from the console with the commands:
	+ "`*spawn suicidepistol (coordinates)*"`.
	+ *"give (player) suicidepistol".*