Two areas, one elevator
Narrated runs describe a human side and a dog world joined by an elevator. A player comment on the intro says there is currently one map. The footage still shows two areas plus a rooftop teleport home. Treat the dog world as part of the same experience until a patch says otherwise. No official map label was verified, so the building names below are the names players used.
Individual houses are not named or counted. The game flags the house for that run. Place pages are under Places.
A working early route
- Spawn at zone zero and take the pistol and bat.
- Break into the flagged house, or defer it. One creator walked up, backed off with no stated reason, looted the 7-Eleven, and returned later. That is not proof you need a key.
- Clear the 7-Eleven while it is uncontested. Bullets were stashed behind the back door in one run. Toilets were skipped as a waste of time.
- Hit a bank only while health and ammo hold.
- Leave when "big fellas" show up on a good haul. One such extract carried about 1,500 worth of items.
Human side
| Target | What one or two runs showed | Pressure |
|---|---|---|
| Flagged house | Bodies can hold syringes, medkits, and armor. A coffee machine counted as good loot. | Residents chase. Called a nuisance, not a boss. |
| 7-Eleven | RAM, a computer, a computer tower, a keyboard, Bloxy Cola, a bone, a better weapon, bullets behind the back door. | Dogs and bulldogs inside, plus gunfire. Other players can take items. |
| Human-side bank | Cabinets were empty or held some food in one run. | "A lot of bots." It is not confirmed to be the same building as the dog-world bank. |
Dog world
The elevator drops you at a beginner chest: pistol with ammo, baseball bat, and a syringe. Four dogs guarded that entrance in one run. From there, players describe the bank in front of the supermarket, a lair deeper in, then a gym and the base rooftop.
| Target | Loot actually seen | How to enter |
|---|---|---|
| Dog supermarket | Trash cans held a graphics card, a laptop around 15,000, headphones, a music disc, and a dog food box. | A gun dog inside, a slow shield Shiba, and a rear ambush while looting. |
| Dog-world bank | Lobby safe: graphics card. Deep four-slot safe: gold bar. Trash can: music disc. | Main door: two armed hoodies outside and three inside in one run, called pretty easy. Hidden side door: two guards, a laser hallway, two sniper Shibas. |
| Dogs' lair | Not itemized beyond crowded rooms. | Second floor held two shield Shibas. One player climbed with 10 bullets and nearly died. |
| Gym | None documented. The ring is a fight, not a loot room. | A fighter called Boxing King in that run killed the player. |
| Base rooftop | A reward safe after the strongest dog. The item name in auto-captions is not confirmed. | That dog, with broken armor, landed two shots for about 40% health. A teleport home is on the roof. |
The bank's second door
One player found a second bank entrance only after several visits. Two guards waited just inside. The laser hallway cost about half a health bar even when crossed carefully. Two sniper Shibas covered the far end, and a pistol was judged too weak at that range. The payoff in that run was a four-code-slot safe with a gold bar. The main door's three-slot safe cracked in just over five seconds and held a graphics card. Counts are examples from those runs, not a fixed spawn table.
Guard pressure is often the hint that better items are inside. It is not a promise. One full bank ransack found almost nothing outside the safes.
When to stop going deeper
Turn around when the backpack is full, when health is low and you have no syringe or medkit, or when big dogs close in on a haul you already like. Friends made the five hoodie guards and the supermarket door dogs much shorter fights. A shared run's items are not all yours: one narrated co-op split the haul before heading back.
