What is in this Plunder database?
11 entriesEntitiesFighters described in narrated runs. Names are player labels. Health and damage numbers are not published.16 entriesMaterialsItems seen being taken from chests, shelves, trash, safes, or corpses. Two of them have a stated cash figure from one run.10 entriesEquipmentGuns, melee, heals, armor, ammo, and backpacks that players were shown getting or using.10 entriesWorldsThe human side and the dog world. Building names come from players. No official map label was verified.3 entriesCraftingShop and storage upgrades that consume specific loot. Not a general crafting bench.1 entriesMoneyThe cash you get by extracting alive and selling. Pickup does not pay by itself.
Entities
EntitiesGood BoysThe opponents whose home you enter. They bite, and they run faster than you.EntitiesHouse occupantsPeople at the flagged house who chase you when you approach.EntitiesBasic patrol dogA melee dog. One red-hatted example fell in about four bat hits, then a packmate rushed in.EntitiesBulldog-typeA stockier dog that keeps coming unless you hit the head.EntitiesArmed dogA dog that pulls a gun instead of only biting.EntitiesHoodie guardsArmed groups at the dog-world bank door. One run had two outside and three inside.EntitiesShield ShibaA large Shiba with a shield and baton. The shield slows it. Melee is a bad trade.EntitiesSniper ShibaA pair with rifles at the far end of the bank laser hallway.
Materials
MaterialsBonesThe only valuable the experience page names.MaterialsLaptopThe largest single value shown: 15,000 in one supermarket run.MaterialsGold barNearly 4,000 in one run, including the deep four-slot bank safe.MaterialsRAMCalled worth a lot of money. No coin figure was stated.MaterialsGraphics cardA high-value find that is also a shop-upgrade material.MaterialsMusic discTwo discs plus a graphics card make the level 3 store upgrade.MaterialsToy machineA safe item used in an early store upgrade.MaterialsDog food boxA trash-can item used in the same early store upgrade as the toy machine.
Equipment
EquipmentPistolFree starter gun. Strong up close, weak against the bank snipers.EquipmentTommy gunA lobby-shop gun recommended before another looting run.EquipmentARThe other lobby-shop gun, recommended alongside armor.EquipmentBaseball batStarter melee. About four hits dropped one basic dog. A bad idea against shields.EquipmentPipeA shop melee bought to raise attack power. No number was stated.EquipmentBulletsLooted ammunition. The shop list that was shown did not include buying ammo.EquipmentSyringeThe starter heal. There is no passive regeneration if you leave it behind.EquipmentMedkitA stronger carry heal. One was called enough.
Worlds
WorldsZone zeroThe human-side spawn. The starter kit and an Exit marker are here.WorldsFlagged houseThe break-in the game marks. Individual houses are not named.Worlds7-ElevenThe densest early store in the fullest walkthrough.WorldsHuman-side bankA named money target whose cabinets were poor in one run.WorldsDog worldThe area past the elevator, with its own beginner chest.WorldsDog supermarketTrash cans here hid a graphics card, a laptop, discs, and a dog food box.WorldsDog-world bankTwo entrances. The quiet door has a graphics card. The laser door has a gold bar.WorldsDogs' lairA crowded house past the exit elevator. The second floor has two shield Shibas.
