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Item

Gun

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Ranged firearm — most powerful hostile-removal weapon. 20 uses per unit. Secret Agent class starter. Friendly-fire risk is real — patients/players hit will faint or die.

Overview

Gun is the most powerful single-shot weapon in the game. Per Fandom: 20 uses per unit, ranged incapacitation, more powerful than Taser. The acquisition channels span all economic tiers — 99 Robux from the Reception Office starting Shift 1, $410 Animal Coins from the Supplies Shop as the 'Shoot People' line item post-Shift 3, or free as the Secret Agent class starter loadout (20-use Gun).

The critical mechanic to understand before using: friendly-fire is real. Per Fandom, the Gun is 'dangerous to patients/user.' Firing at patients causes fainting. Firing in line with allies or NPCs damages them. Misfires can fail a shift outright. This makes the Gun the highest-power AND highest-risk weapon in the inventory — line-of-fire discipline is non-negotiable.

The Secret Agent class is built around the 20-use Gun loadout. Other classes can acquire it through purchase, but Secret Agent is the only class that starts each shift with the weapon already in inventory. See /wiki/classes/secret-agent for the class-specific synergy details.

Video Guide

Item showcase video coming soon.

Effect & Mechanics

  • Ranged incapacitation: 1-2 shots for most hostile encounters
  • 20 uses per unit (full magazine)
  • More powerful than Taser per Fandom
  • FRIENDLY FIRE: damages anything in line-of-fire (allies, NPCs, patients)
  • Firing at patients causes fainting (potential shift failure)
  • Available from Shift 1 via Reception Office (99 Robux)
  • Supplies Shop variant: $410 Animal Coins ('Shoot People' line item)
  • Secret Agent class starter loadout: 20-use Gun, free each shift

When to Use vs Skip

Pros

  • Confirmed hostile encounters with clear line-of-fire (no allies/NPCs/patients in path)
  • Skinwalker combat phase when faster kill matters (Gun is faster than Taser or Fire Extinguisher)
  • Multi-target hostile waves where the 20-use magazine outpaces consumable alternatives

Cons

  • Crowded scenes with patients, NPCs, or teammates in possible line-of-fire — friendly-fire risk is real
  • Public lobbies where teammates may run through your sightline mid-shot
  • Single-target encounters where Taser (close-range, no friendly-fire) is sufficient

At a Glance

At a Glance

Cost
99 Robux / $410 Animal Coins / Free (Secret Agent starter)
Type
tool
Available from
Shift 1
Uses
20 per unit

How to Use This Item

Three acquisition paths: Reception Office (99 Robux, available Shift 1+), Supplies Shop ($410 'Shoot People' variant post-Shift 3), or Secret Agent class starter loadout (free 20-use Gun each shift).

Before each shot, verify line-of-fire. Check for patients in the corridor behind the target, teammates approaching from side rooms, NPCs (Dr. Harlow, Ratthew, Ron from Accounting, Officer Duckman) wandering through the area. Misfires that hit patients cause fainting (potential shift failure); misfires that hit teammates damage them.

The shot-discipline cost is non-trivial — count on 1-2 extra seconds per shot for the safety check. On Secret Agent class with the 20-shot loadout, this discipline tax is manageable across the shift. On purchased Guns (which cost real Robux), discipline becomes critical — every misfire is a wasted Robux purchase plus a friendly-fire risk.

Budget the 20 shots: typical hostile-heavy shift breakdown is 4 shots on Skinwalker fights, 6 shots on Hider groups, 4 shots on Stalker/Ghost encounters, 6 shots reserved for late-shift emergencies.

Team role: Gun is the precision combat anchor in coordinated lobbies. Communicate line-of-fire verbally with teammates to keep friendly-fire risk under control. Solo Gun usage is significantly safer — the friendly-fire risk evaporates without teammates in the lobby.

For Skinwalker specifically: 1-2 shots is documented as the kill threshold. Aim for the body center, fire once, follow up if needed.

Patch History

No documented balance changes to Gun mechanics. The 20-use magazine, friendly-fire damage, and triple acquisition channels (Reception Office 99 Robux / Supplies Shop $410 / Secret Agent starter) have all been stable. The Secret Agent class itself had a price increase from 790 to 890 Robux at an undocumented date — see /wiki/classes/secret-agent.

Item Synergies

Frequently Asked Questions

How many shots does Gun have?
20 uses per unit. The Secret Agent class starts each shift with a fresh 20-use Gun in its loadout.
Does Gun cause friendly fire?
Yes — per Fandom, the Gun applies damage to anything in line-of-fire including allies, NPCs, and patients. Firing at patients causes fainting. Use line-of-fire discipline.
Where can I get a Gun?
Three channels: Reception Office (99 Robux, Shift 1+), Supplies Shop ($410 'Shoot People' variant, Shift 3+), or Secret Agent class starter loadout (free 20-use Gun each shift).
Gun vs Taser — which is better?
Gun is more powerful and has range; Taser is close-range and has no friendly-fire. Use Gun for confirmed hostiles with clean line-of-fire; use Taser when crowded environments make friendly-fire risk too high.
How many shots does it take to kill a Skinwalker?
1-2 shots with the Gun for a clean kill. Same kill threshold as Taser, but the Gun's range advantage means you can engage without closing the distance.
What happens if I shoot a patient?
The patient faints. Per the 6/22/26 patch documentation, a static-only patient confirmed-fainting validates them as legitimate. For other patients, fainting from a misfire is a potential shift-failure cascade.
Is Secret Agent class worth picking just for the Gun?
Depends on playstyle. The free 20-shot Gun each shift saves 99 Robux or $410 Animal Coins per run in equivalent purchases. For hostile-heavy shifts, this pays back the Secret Agent unlock (890 Robux) within 9-10 shifts. For pure-intake shifts, the Gun sits unused.
Can I use Gun on patients to test for anomalies?
Only as a fallback for the static-photo confirmation test (shoot to confirm fainting = legitimate patient, no fainting = anomaly that transformed). This is destructive testing — costs ammo and triggers an emergency event for the fainting case. Use sparingly.

The decisive answer to hostiles — with one big catch

Per Pro Game Guides' tier-list analysis, the Gun "is the best answer to anomalies because it works from range and 20 shots cover a full shift". Range + reliability + ammo budget = the strongest single-item solution to floor hostiles.

The catch is documented in every source: the Gun deals friendly-fire damage to allies, NPCs, and patients on hit. Misfires can fail a shift through unintended kills.

Two ways to get it

  • Secret Agent class — premium Robux unlock (320), starts every shift with a 20-shot Gun in inventory.
  • In-shift drops — community sources note Gun appears as a drop or shop-purchasable in some shifts, but documentation here is thin.

For practical purposes, the Gun is a Secret Agent class loadout item.

When the friendly-fire risk dominates

Public lobbies with chaotic teammates running through your firing lines = friendly-fire incidents are inevitable. Solo runs = no allies to hit, but patients and NPCs are still at risk if you mis-aim.

The discipline:

  • Aim before pulling.
  • Don't fire if any non-hostile is in line of sight.
  • Reposition rather than firing through allies.

For coordinated co-op, role-split: the Secret Agent has weapons, others stay out of firing lines.

What 20 shots actually covers

Per Pro Game Guides, 20 shots is "a full shift" of hostile encounters. Most shifts have 5-10 Skinwalker conversions plus 1-3 other hostile spawns. Ambulance waves at Shift 4+ can push the count higher; very late shifts (10+) may run dry.

Sources: Pro Game Guides tier list, Sportskeeda items guide.