Welcome soldier. If you're reading this, you've found yourself in the hellhole that is the place where operation redspot failed. This document may help you survive, and maybe make some kills of your own in this war torn wasteland.

Note: Since sometimes sections are pretty far apart, searching for ++ will help you navigate. Searching for ** will navigate to subsections.
This guide was taken from the guide of the same name located at AudioGames.net and has been formatted for easy reference.
You can download Redspot using this link.

++1: what is this game even supposed to be?

Redspot is not actually a tettris game where you attempt to catch red dots falling down the screen, nore is it a painting program. It is a new fps released by Sam Tupy productions and  Mason Armstrong together. For people    who enjoy senseless killing and distruction, this is the right game for you. It basically consists of running around the map murdering your fellow human beings in a number of diverse and possibly very painful ways.

++2: account system.

Since a lot of people got confused on how accounts work, I will be outlining this here.There is no actual account system. You simply choose a name and log in with it. Character theft is not  an issue in this game, as characters lose all their items and ammo when they die or log out. The fact that items do not save unless deposited in certain places is deliberate and attempts to stop players from getting too powerful over a long period of time. Do not even think about trying to impersonate Sam Tupy or Mason Armstrong, you will most likely be caught because of how their and your name is formatted, and hit with the ban hammer!

++3: game basics


Redspot is one of the few games that supports full on 3d movement. That is, a full 360 degrees walk around system plus a height system.

The current map of redspot consists of an empty area in the south half, really nothing much to speak about. There is a small body of water in the south west area, with a bridge going across it, you can also walk under the bridge. The north half of the map is a forest, unfortunately no trees to blow up by accident. There are several towers around the map for you to fortify and use. Their coordinates are 60, 60, 60, 260, 60 460, 260, 60, 260, 260, 260 460, 460, 60, 460, 260, and 460, 460. The great thing about these towers is that they can be used as refuge when item grabbing, because climbing them takes a long time and the only thing that can hit you is a rocket fired from the next closest tower. If you have team mates with you, those rocketeers can also be delt with. On the 500 coordinate, a series of steps start which are climbable. When you reach the top you will gain access to another grassy area. At coordinates 645, 501, there is a breach within these steps that allows you to walk through. This brings you into a stony area located under the grassy one. Another breach into this area is at 50, 501.

Movement keys.

++4: misc keys.

the function row can give you other information.

++5: other players and killing them.

**5.1: general information.

If you want to kill someone, in most cases enough players are around for you to do so. These keys will help you find players and eradicate them. Strategy and what weapon you are using playes an important role in your survival. This however also discusses player interaction and how to talk to your killers. You'll also need to know what's around you to find items.

**5.2: starting weapons.

These 17 weapons are the weapons you start with. Most have a limmited ammo supply, which can be replenished by collecting ammo from items.

Category 1: Unarmed.

No weapons at all, because sometimes fists and feat do the job just as well as the newest machinegun.

Category 2: Melee weapons.

Stabbing, smashing, and general dismemberment is what these are capable of. If you like to take a risk and get close to your enemy, this is what you should use.

Category 3: Missile weapons.

Anything from arrows over bolts to knives, this one's got them all. A general rule for these is to be a very accurate killer. Wildly shooting around may work for shotguns and explosives, but these weapons require precision to use correctly.

Category 4: Energy weapons.

Utalizing electricity, laser or other less commercial ways of power. These aren't the most powerful around but some of them have additional functions or advantages that no other weapons do.

Category 5: Pistols.

Smaller guns for people who like to jump in, shoot a few times, then get the hell out.

Category 6: Long distance weapons.

Feel like headshotting someone from the other side of the map? Need to deal with that pesky hunter trying to storm your base from a far? These weapons are made exactly for this purpose.

Category 7: Heavy weapons.

For someone who likes to go at it with brawn rather than brain, these were made.

Category 8: Rappid fire weapons.

Bring down shields or get rid of that swarm of projectiles following you the easy and very satisfactory way!

Category 9: Chemical weapons.

Want to go a bit over the top? Here you can experiment with all sorts of poisons and chemical reactions to see what effect they have on the enemy.

Category 10: Explosives.

To cause ultimate destruction, there's not much out there that beats this Category of weapons. Just stay away from the impact sights please. Unless I'm fighting you, then you can just stand still entirely, if you'd be so kind.

As you can see, most of these weapons have their own strengths and weaknesses so it's up to you which weapons you want to use.

++6: items

There are a lot of items in this game, I will try to explain how they all work. Note: almost all of the items on this list will also damage you if you get too close to the use site.

**6.1: The full list.

1: Categories.

2: Item propperties.

3: The items themselves.

**6.2: Vehicles.

There are a number of vehicles in redspot to use for transportation and combat.

A: Bikes.

Bikes are a very quick way to get around. When you press enter on your bike in the inventory, you will move 10 feat forward, that is 10 feat in the direction you were facing. You cannot use bikes in the air. Note that you can indeed crash bikes into towers, and if you do you will lose a little health and your bike will be destroyed. Bikes have a radar that tell you if you're moving close to something you could crash into. If you move with the bike and something is within 10 feat of you, a beep sound will play. You cannot bike on water.

b: Propultion jets.

Propulsion jets require propulsion jet gas to use. It must be used in the air, otherwise it will deal around 1000 damage to you. When used correctly, it will firstly propell you forward about 50 feat, and secondly allow you to float for a short amount of time during which time you can also move about. You can stay afloat longer by using the jet again while still in the air. Note that if you go too high with a propulsion jet, you could take fall damage so  having a parachute handy is advisable. Each use of a propulsion jet uses one propulsion jet gas. Propulsion jet gas can also be collected in tanks which give you about 15 at once. Watch out! Because of the high speed the propulsion jet propells you, collision with anything will most likely be fatal.

++7: Bases.

Bases are a large enough part of the game that they deserve their own section. They are a central point of defense, organization and restocking for your team. The base must be defended and guarded, as well as kept stockpiled with food and items encase your hunters and runners require them. A base however also gives you strategic advantages over other players, such as the abillity to buy things like items or an item storage area to deposit your items for retrieval later encase you die. I've never seen one person solo managing a base, so a team is very, very recommended.

**7.1: Creating a base.

To create a base, you must have 100 wood in your inventory, you must not be in the air and not be within another base. When you first create a base, you will be told to enter its name. The base will then be built, and you will be told the temporary door code which you must let your team members know if they want to enter the base. When a base is created, the entire game will hear about it, so make sure your maintainers and defenders are in position when creating a base.

**7.2: Base functions.

a: Entrance and exit.

When a base is first created, you will receive a temporary door code with four numbers. To enter a base you need to switch to "using yourself" usage mode, and press enter on the base's coordinates. You will be instructed to enter the door code. Watch out while entering it, as the way the server handles the input doesn't allow you to type the code in very fast. if you get it right, the door will unlock for one second during this time anyone can enter as they wish. If a base unlocks and locks itself, the base computer will play a sound notifying the people inside the base. The door code can be changed at the base computer. The exit door is located at 10 0 0 within the base. You are not required to unlock the base when exeting it. Unfortunately, if you have a slow internet connection the wait time you need to endure to enter the code will increase. There is a time limmit of a few seconds you have to enter the code, which resets every time you enter a didgit. If the time limit is reached, you will automatically receive a code error and will need to try again. This base function is operational without power.

b: Base power.

If your base doesn't have power, all it will be is a shelter from attacks until it is torn down, nothing else. The main breaker to toggle the base's power is located at 20, 0, 0 within the base. The base's generator will run as long as there is fuel to power it. Generator fuel must be fed to the base from the outside. Each gas can adds around five minutes of runtime to the base. This base function is operational without power.

c: Base computer.

The base computer is located at 0 0 0. It has another section of its very own because of its complexity. This base function needs power to be correctly used. The computer can be destroyed, making it unusable.

d: Fridge.

The fridge is used to store food. When food is in a powered up fridge long enough, it will turn into cold food, which is a more powerful version of food this meaning it gives you more health. However if the power is off for too long, cold food will begin to turn back into food. It is located at 0 20 0. The fridge requires coolent to correctly work. You can use base fridge coolents at the fridge to add coolent to it. This will turn the coolent item into a base fridge coolent extractor, which can be used to extract coolent from your or enemy bases. This base function needs power to be correctly used. The fridge can be destroyed, making it unusable.

e: Storage area.

The storage area is used to store items you have collected and want to save as a restocking opertoonity for your team or encase one of you dies. It can be accessed by using yourself on it, and is located at 20 20 0. Once accessed, simply follow the prompts. You will be asked if you wish to store or retrieve items. If you choose to store, you can select the item you wish to store from your inventory and enter the amount to be stored. If you choose to retrieve, you can select items from the ones the area has stored, and choose how many you wish to retrieve. This base function is operational without power. The storage area can be destroyed, making it unusable.

**7.3: Base computer.

The base computer is your central hub where a number of things can be done. To access the command list, press space. The command for each function is also provided here for your convenience:

a: Alarms, key a.

This feature will allow you to turn on and off different alarm signals within the base. The different alarms aren't allocated to one scinario so you can have different alarms mean different things: The following is a sample of how alarms can be used.

b: Door controls, key d.

This screen allows you to change the door code with c, or unlock the door with u. Only the base's owners can change the code.

c: Base information, key i.

From here you can access a sub menu which displays different elements of your base's stats.

d: Message log, key m.

The mesage log allows you to review the last nine messages the computer has received with the number row. You can also coppy all base messages to the clipboard by pressing 0. Pressing space will allow you to enter a custom message for other users.

e: Scanning system, key n.

From here you can perform a scan from within the base to locate players or items near it. The scan range is 50 tiles. To scan for players, hit p. To scan for items, hit i. You will be told who/what the thing is, and how far away it is.

f: Owner management, key r.

This menu lets you add base owners with a, list owners with l, and remove owners with r. Owners can do things like change the base's code. Only someone who is an owner can modify this.

g: Store, key s.

The store allows you to purchase items from the black market, you need $ to use it. In the store menu you can press s to scan your bitcoins, and m to review items along with their prices and purchase them. note, to successfully purchase items, you must have scanned bitcoins converted into $. Use the up and down arrow keys to browse the available items, press right or left arrow to add and remove items from your cart, space to view the price of the currently selected item, tab to view the price of the total purchase, and enter to confirm. Once an item is purchased, it will take anywhere from two to 15 minutes to arrive. A shipment is dropped in shipping containers by helicopters, and must be picked up from outside the base then used at storage.

Here is a current list of items and their prices:

h: Weapons terminal, key w.

Here, the weapons the base currently has can be controlled and their status checked. The following is a list of weapons the base has, or can acquire and how to use it.

The machinegun.

The machinegun does little damage but fires quickly. To activate it simply press space in the weapons terminal and it will begin fireing at anything within a range of 15 tiles. To check the machinegun's ammo, press a, to check if there are any players in its range, press r. The base comes with 125 machinegun ammo, and machinegun ammo can also be bought but not collected in drums which give you 225 ammo per drum.

**7.4: Destroying a base.

Destroying a base works just like killing players does. Any damaging item or weapon can be used on the base, although it should be obvious that tasers, cyanide and poison do not effect it. Also, fists do not do any damage. However, if something flammable like a fireball hits the base, it might begin burning. Until the base is burnt down or the fire is put out, it will continue to burn. If a base has less than 300 health remaining, the door will be destroyed allowing entry and exit without a code for anyone. The base can also be destroyed from within by using explosives. Lastly, the computer, fridge, and storage area can all be destroyed as well, requiring tools to repair them.

++8: Historical archives.

This includes items, weapons or systems that were once used widely but have been retired do to being made useless by other emerging weapon technology or defficiencies.

++9: Closing.

Well soldier, I sure hope whatever I have found out will help you in this hell on earth. Good killings to you, for that is the only way to survive here. If we happen to cross paths, I shall most likely be required to blow your head off, but that remains to be seen.

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