Hot Dogs, Horseshoes & Hand Grenades

Hot Dogs, Horseshoes & Hand Grenades

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Return of the Rotweiners Big Wall of Text: Tips n Tricks and Notes
By Stealth Inc
Mainly advanced tips for general gameplay and this map in particular, and some basics to start with. Big wall of text.
   
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Intro
This is a no-nonsense wall of text list of mainly advanced tips and tricks for this gamemode, after half a dozen playthroughs of figuring it all out myself and some amount of frustration with the lack of comprehensive and up to date guides. I thought this gamemode was pretty fun, just wish there was less bad RNG and more game like it so that the whole -game- of H3VR isn't just TnH. Might add screenies and even more stuff later :>

There is also a wiki page for this, which explains some basics of the map itself:
https://h3vr.fandom.com/wiki/Return_of_the_Rotwieners
and
https://h3vr.fandom.com/wiki/Return_of_the_Rotwieners/Quest_Guide
Basics
(To read this guide while playing):
-CTRL + scroll up zooms in web pages.
-SteamVR has a desktop mode, so you can see what's on your desktop. The screen can even be bound to float at a fixed distance near a controller or your view itself.

-If you, like me, are not very mobile and need to remain mostly seated (or just want a debug tool or hate using teleport mode to climb), use OVR advanced settings and set a binding to drag offset (and in the OVR menu, lock the X and Z so you aren't moving your playspace around. Otherwise you'll need to reset your offset in the menu periodically, because NPCs will stop talking to you if you are offset too far away).

H3:
-If you don't know damn about how to operate firearms and can't figure it out, play on Arcade difficulty (or just go to the "Indoor Range" map first). Check your wrist menu while holding the weapon to see what its name is, then find it in the item spawner (just outside the starting building on the road) and it will have the instructions to operate it.
-This map in particular seems to have some strange glitch/feature which resets your quickbelt setting. First thing to do on each run is to set your quickbelt to either Packrat or Tactical Centered.
-Most maps have no cooldown on the "Teleport" movement mode, allowing you to zip around extremely rapidly by switching to it. You can still do this on Arcade difficulty on RoTR, but not on normal or hardcore.
-Configure the rest of your movement and stick settings too if you haven't already. Switch your movement mode to Classic Twinsticks, or Armswinger if you feel like trying that hard. Configure Teleport too, because it can be switched to mid-jump to freeze in place and/or to quickly to climb to otherwise unreachable ledges. ...And can even be used to skip almost all of the radio tower climbing. Movement speed to the highest setting "WTF Bro" and enable toggle sprint, which seems to be slightly faster than "Perma Sprint". Point-and-grab if you don't want to have to physically bend over to pick up a dropped object. Long gun stabilization is essential for this map when fighting pacification turrets. HL-Alyx-style grabbing too so that you can grab objects from farther away, which is sometimes essential, such as retrieving drops from the bottom of the lake.
-There are a handful of other features the game doesn't tell you about, one worth mentioning is how to easily cycle a bolt-action rifle without having to let go and manually pull it back and forth. In Firearm inputs, toggle the "Slidebolt" setting, hold a bolt-action rifle with both hands, and swipe from up to down and back up on the trackpad to cycle it. With a couple minutes' practice, bolt action rifles can be fired far more quickly and conveniently, maintaining a scoped-in view if using one. See another guide, "Tips and tricks the game doesn't tell you in H3" for a few more.
-You can kill almost all enemies with your bare hands. But you need to be undetected, or your enemy needs to be stunned. Just grab, and pull far apart, ideally one hand on their head segment and one on their chest segment. If you don't have very long arms, try twisting some too, but keep the front of the face pointed away from you if you can tell where it's pointed, or they might start swingin'. Pulling them apart is noticeably easier if your grab points are closer to the 'joint'.
-Ammo stations can be used to spawn infinite individual cartridges. Loose ammunition can be stacked using up/down on the touchpad, if using Index controllers. Many types of ammunition can be stacked and fill a slot more than the low-capacity clips and magazines common in this gamemode.
-Most melee enemies will only deal damage if their weapons physically touch you at a certain velocity or after they launch an 'attack animation,' which seems to be queued and then launched at random intervals while alerted and near you, with the queue not being interrupted and you potentially being hit even while they're stunned. It's very easy to dodge, and you tend to take more damage from ragdolling them around with melee and getting yourself hit with their weapons.
-The only things that save inbetween sessions/deaths are some stages of your progress with quests (always the fully-complete stage, at least) and the the unlocked cases you've... unlocked. Items eaten on Arcade or Classic difficulty too, while Hardcore mode is a full restart except for quest stages and unlocked items each time you boot it up. The item save system currently doesn't apply to this gamemode, but you can of course still use the item spawner's vault in Arcade mode.
-No lootable objects respawn during a single session, though cardboard boxes in specific places rarely seem to pop back up.
-On arcade difficulty, ammunition can be spawnlocked by pressing left or right on the touchpad, giving you an infinite supply. Sossigguns (NPC weapons) can be reloaded from empty by shaking them repeatedly. This also applies to certain ranged weapons used by rotweiners, which will have very large or infinite ammo pools after the first reload.
-Items don't despawn or respawn, and there are no 'trash-can' type objects in this map to clean excess clutter. If playing on Arcade mode and burning through magazines, I'd suggest using the clean-up button once or twice during a long play session.
General
-Rotweiners have a lot of health, but there are two (three) techniques to one-shot kill most normal rotweiners the majority of the time with most rifle and handcannon cartridges, or almost all of the time with JHP rounds:
1. "Perfect headshot"s. Weiners apparently follow the rules of tanks, and shooting them at an angle closer to 90 degrees against the surface of their skin (which from here on I will refer to more simply as "leveling" the shot) does more damage - seemingly regardless of the bullet's path through their body. Leveling a shot on their heads could thus be called a "perfect" headshot. Take your time leveling your barrel at the horizontal center of their heads relative to your position, and anywhere vertically centered from the top of the forehead to the neck joint, and you'll quickly notice the difference in average shots to kill.
2. "Double hit"s. When they're charging at you and pointed their heads away from you, it's a lot harder to level a shot on any particular part of them. However, it does provide an opportunity to hit them twice with one shot, doing comparable and sometimes even more damage. The goal in this scenario is to shoot them in their chest instead, and ricochet the bullet into their head. The exact spot to aim at varies depending on the angle they're charging at, but you will need to aim lower when their heads are thrown back further due to the bullet ricochet physics.
2.5. Another way to pull off a double hit is to aim directly at the neck joint. Each segment is slightly longer than it appears and clips inside its adjoining segment, so landing a perfect shot on the neck joint accomplishes exactly what you might expect: it hits both their head and their chest simultaneously. With a leveled shot, large caliber rifles and handcannons will frequently explode heads or chests or both (especially with JHP), and/or amusingly sever heads when this is pulled off successfully.
-Teleporters take the same number of batteries to unlock as their position on the doctor's list. Spork in the Road is first on the list, so it only takes one. Wienerton is fourth and takes four. And so on. Switch your quickbelt to packrat if you want to actually carry all these batteries alongside all your other stuff, as they fit into small slots but not into magazine slots.
-The best non-powertool melee weapon that spawns reliably is the 2-handed Germanic Axe, which you can find at the bottom of the church dungeon, furthest door on the right as part of a secret quest (see that section). A related quest you can start at the cemetery will also always spawn a random medieval 2-hander, which is rarely better.
-And on that note, two-handed melees are MUCH more effective than 1-handed melee weapons.
-A "sword and board" strategy is also highly viable, in fact recommendable on hardcore because of how much damage you tend to take from ragdolling enemies and flinging their weapons towards yourself in melee. There are only three shields however: A destructible riot shield that riot zombies carry, a medieval shield that always spawns at the bottom of the church dungeon, one of the rooms on the left side and the ballistic shield from completing all Outskirts quests and stopping by the Sheriff's office on the way to Wienerton.
-If you see the red lumberjack (because you haven't done the secret quest to lay him to rest), you don't have a 2-handed melee weapon, and there are no bear traps nearby, just stun him and leave. It takes too much time and ammo to kill him and he drops nothing of interest.
-Damage to health is semi-permanent, and there are only three specific effects that restore your health. These include the holy water fountain at the church, the Health (ketchup*2 + zippy) sausage, and Regen (mustard+eggplant + weighty>juicy) sausage. Regen (with a weighty core) is extremely powerful in particular, as it not only restores your health to full very rapidly but will basically keep it full for its duration; 30 seconds with a weighty core or 20 with a juicy one.
-On repeat runs, you can save time by doing most quests without even bothering to talk to the quest giver. There are only a handful of exceptions where you need to talk to them initially: Sarah's lawn wiener, Sam's survivor chow (the vanilla doesn't spawn until you talk to him, then the other two flavors can start spawning at a few places in the outskirts and lakeside after you turn it in), Alistair's dark ritual, Bob's golden figures (the first one at North Pass spawns after picking up the quest, then the next two spawn as soon as you put it on his shelf), and Mary's radio signal.
Ammunition choice
TL;DR: Blue bullets best bullets. Blue bullets boom and burn.

-The best to worst ammunition types for general use against most rotweiners are as follows:

Pistols & Rifles: Incendiary >*/< JHP (+p>not +p) > Softpoint > AP Incendiary (for fire proc, and only better than FMJ on average when shooting slowly) > Tracer =/>FMJ > AP
*Incendiary is basically a softpoint round that dramatically lights enemies on fire at a high proc rate, even piercing armor when it does so, and expectedly excels in all situations, except against the lakeside "Floaters" where it fails to ignite and seems to do damage on-par with FMJ. JHP is superior to Incendiary only against floaters and the most basic rotweiners at close range and if you can consistently land perfect headshots and double hits (see first point in General) on them.
AP sucks in all situations (and API sucks slightly less), except shooting armored enemies in their... armor. Just aim for their heads instead. For some reason it even does MUCH less damage to turrets, despite AP literally being intended for anti-material tasks.

Shotguns: SWAG-12 FA > Slugs > SWAG-12 HE > Triple hit > "Freedomfetti" slugs > Dragonsbreath (within ~8m) > 00 Buckshot > No. 2 Buckshot > Flechette (has longer range than buckshot loads but you should be using slugs instead if that's the goal) >/= No.4 > Cannonball (flashbang; impact sadly does no significant damage) >> Smoke/CS gas which do nothing

M203 (which you can get by picking up the radio tower quest from Mary (the general store owner in Wienerton), and placing all five beacons at their correct towers): HE >> Airburst >/= Most other loads > Smoke/CS gas which do nothing > Cornerfrag (explodes harmfully close after firing)


-Against Pacification squads:
If you can hit their unarmored faces, anything works fine, but rifle cartridges will always kill in one perfect headshot to the core. Exploit their dumb AI and only expose yourself to one at a time and they will not be able to establish causation that they should fire on your position before having to see you for a couple of seconds. Pistol cartridges will almost always take two hits without JHP(+p) rounds, and intermediate assault rifles will also sometimes take two hits.
M203 HE > M203 Airburst > 12g frag > 12g HE > Aim for the face with any rifle>any shotgun>any pistol > API rounds > 12g flechettes (aim anywhere but the chest segment, it doesn't pierce their plates) > normal Incendiary rounds (penetrates their armor on fire proc) > AP rounds > All else
Non explosives and non-AP still do minor impact damage against their armor, but it is highly ammo-inefficient to rely on this.

-When raiding South Fort specifically:
AP rounds are worth considering this one time if you have yet to git gud and/or want to punch through riot zombies' shields. But you will still want to pack any other kind of explosive or rifle ammo to destroy the turrets (if not running past them) anyway, due to AP rounds being (perhaps unintentionally) bad against material.

-Against turrets: (See the dedicated section on this for more info and notes)
For some reason, AP and API rounds do around 3 times less damage on them, confusing the hell out of me and making these ammunition types the worst even against the armored Pacification faction as a whole. Anotonone please fix
Strafe past them > shoot them from beyond 50m with a scoped full-power rifle >/= 12g frag/HE >/= M203 HE > Full-powered rifle cartridge in any non-AP cartridge > KS-23 slug > 12g slug >/= M203 "Steelbreaker" slug on a platform with a laser sight > Non-AP Intermediate assault rifle cartridge >> AP or API full-powered rifle cartridge

-Against funguys (the purple grenadier zombies):
If you can move fast:
-Sneak behind (or just run up to them, follow them as they run away), grab and rip apart/stab a weakpoint > Chainsaw/circlesaw > rip them apart when they are stunned from any of these sources: flashbang/cannonball knockdown > M203 HE knockdown > Melee knockdown > anything sharp and stabby that isn't a bayonet > smack them hard with anything and hope you hit a weakpoint
Otherwise, you'll have to hit one of their weakpoints, ideally with:
(ordered by reliability rather than maximum range)
M203 shotgun shell (~10m) > KS-23 buckshot (~7m) > No. 2 buckshot (~7m) > Any pistol or rifle with a laser sight > 00 buckshot (~10m) > Triple hit (~15m) > Any pistol or rifle with a scope > No. 4 buckshot (~5m, seems to take 3-4 pellets) > Anything rapid-firing and high capacity > All else

-Against pricks (the cacti zombies): [Unlike the in-game posters suggest, they are not significantly weaker against blunt melee weapons than against sharp ones, but they take around 5-10x less damage from normal bullets, making them impractical]
Lightning strike (see secret quests) >/= M203 HE>Airburst > 12g HE>frag >/= Headshot with incendiary rounds >/= Run up to them and slash/smack with a 2-handed melee weapon > Flamethrower > 12g dragonsbreath/M203 "666 Baphomet" (~8m) > 1-handed medieval melee weapon/crowbar/baseball bat > Headshot with API rounds (the incendiary proc is much less reliable) > Any other melee weapon > Sneak behind and rip apart (good luck) >/= Run up to them, follow them as they try to run away, then rip them apart when they lose track of you > Physically beat them up with your long gun>carbine>pistol

-Against the armored tomb zombies in the church dungeon:
Run past and ignore them > 2-handed melee weapon > M203 HE or airburst (takes 4 shots) >/= .50BMG (API>/=FMJ>AP>Incendiary>Mk 211 (I have no idea why they're like this)) >>> everything else obtainable without using the item spawner*.
*If you are using the item spawner, the "degle .50" with "MEGA!1!!" rounds is the most practical weapon to kill them. Besides meme guns, only rocket launchers and anti-material rifles do much damage.
They have massive health pools, nearly impenetrable armor, and tend to shield their unarmored faces when alerted. These enemies can't be grabbed or ripped apart with your hands. They'll only take impact, explosive, and small fire damage from almost all bullets and melee. Not worth bothering with, but they can be killed with a strong (2h) melee weapon if you really want to.
Weapon locations
[WIP section]
This whole section is pretty much a big spoiler in my eyes, except for the non-spoilered parts of this first point since you probably won't realize it during normal gameplay (it took me about 10 runs to realize what was going on with the RNG)

-The best weapons (besides melees and the .500 Magnum), and the only assault weapons, come from the pacification forts. These spawn mostly assault rifles, but also battle rifles and one light machinegun (M249, without the belts), which is functionally an assault rifle, from the US pool. Each fort has lockers which spawn a random weapon and two fitting magazines from a pool. This pool, however, is different per location, spawning weapons associated with a different region: US, non-US NATO, and Eastern bloc.
--The North pass fort's pool has modern and late-cold-war non-US NATO weapons (mainly British, German (several HK weapons), Belgian (FN FAL), and French (FAMAS)). The best weapon you could find here would be a tactical FAL.
--The South pass fort's pool has cold-war era Eastern bloc weapons and some of their modernized/tactical variants (mainly AKs, guns that look like AKs, and guns designed from AKs such as the QBZ and SVD. The Galil isn't here though, instead being in the non-US NATO pool). These never spawn with an appropriate "Warsaw rail" attachment however, and loot boxes never spawn Russian rail optics or Warsaw-to-Picatinny adapters, so this is arguably the worst location. The best weapon you could find here is arguable, but probably just feel lucky to get any tactical weapon with decently sized magazines.
--The Old Wienerton fort's pool has modern and cold war US weapons, the great majority of which are tactical. Almost every weapon that spawns here is good, but the SCAR Heavy/Mk17 is probably the best.

Unfortunately, every pool can spawn assault rifles with garbage training magazines that make the whole weapon fairly pointless to bother carrying compared to melee or a full-power rifle. But, for a long session, it's worth going to one or all of these locations first to gear up.
If NOT playing on Arcade mode:
-Forget about hand grenades and Bangers. They take up more space than ammunition with less results, and it is very troublesome to carry or make more. Hand grenades do, however, reliably respawn from the Master Baiter after giving him his pies, one or two grenades spawning per pie, and it's really only worth considering for taking out the several "rocky" nest modules near the Wienerton teleporter, so that you can unlock the AA-12 before the M203.
-Forget about any weapon that uses standard pistol calibers (.22lr, 9mm, .45acp, and similar), unless you can get JHP +P rounds for them. Pistol cartridges do very low amounts of damage, usually requiring 5 or more headshots even with hollowpoint (not +P) rounds to kill the most basic enemies, which is unacceptable for the low amount of ammo you can carry with them.
-Get a good melee weapon first-thing, ideally a 2-hander. Head towards the cemetery and pick up the quest from Alistair (the dude in the black robes who looks like a scavenger from a distance). The quest item doesn't spawn until you ask him about it. Retrieve the bone from the first room of the church dungeon (and progress both of the secret quests while there if you wanna save some time), and from then on you can grab one of two melee weapons by the table next to him each run.
-On repeat runs so you don't have to run aaaallll the way around and down to the cemetery, and if you use OVR Advanced Settings: Teleport to Spork in the Road. The cemetery is on the other side of the very tall wall in front of you. Go into OVR, navigate to the Offsets menu, set your vertical (y) offset to -22, climb the walls, reset your offset, grab a melee weapon, repeat back.

-These are the best firearms obtainable in-game (where "Tactical" just means it has plenty of rails for mounting stuff):
Tactical battle rifles > Rio Big Bore >/= G3 with 50-round drums >/= M249/Tactical assault rifles >/= AA-12 with drums and frag rounds >/= Tactical bolt-action battle/sniper rifles >/= KS-23 with slugs and a Russian rail optic >/= non-tactical battle rifles >/= .50 cal handcannons (.500S&W>.50AE>.50BMG)* > KS-23 without slugs or optic > AA-12 without drum/frag rounds > non-tactical assault rifles > Other bolt-action and lever-action rifles >/= The bootleg semiauto shotgun with 10 round magazines > everything else besides pistols >> standard (9mm, .45acp) pistols without JHP+P rounds
*The .50BMG "Triple Regret" revolver is weirdly trash compared to the other handcannons. 500S&W is at the opposite end of the spectrum with appropriately meme levels of overpoweredness (plus you can stack 11 .500 Magnum cartridges as if it was an ordinary pistol caliber, lol).
-The "Intermediate assault rifle" and "full power battle rifle" purchases in Wienerton very rarely give a usable weapon+magazine combo. Par for the course is a Mini-14 with 5-round training magazines and an SVD with iron sights, respectively, and usually can't even get the scope from the "Russian Optic" case in Bob's shop.
-The "antique rifle" case in Bob's shop can give a tactical .45-70 lever-action rifle (the "Rio Big Bore"), which can be used as a faster-firing sniper rifle and uses the same ammunition as in Hand Crank Frank's magazines (which have 60 round capacity). Only the SCAR Heavy/Mk17 debatably outperforms it in terms of fire rate and carry-able ammunition.
-A single-shot tactical .45-70 pistol also spawns at the gas station after refueling the traps in Weinerton, but it does much less damage than the above mentioned Rio Big Bore.
-Hand Crank Frank is unlocked when you give the gun store owner a Pac squad's Scout rifle.
-The AA-12 is unlocked from clearing out the nest closest to the teleporter in Wienerton; which you will need a usable firearm and plenty of its ammo, a good melee weapon, and minimum 4 explosives to do (Mk 211 doesn't work despite being an explosive). It only spawns with its drums half the time however, so if you want to use the AA-12 I would beeline it to that case first and just reload the scene if you get its 8-round magazines.
-Besides noisy power tools, the best melee weapon that you can reliably obtain is the 2-handed Germanic Axe, which you can find during part of one of the secret quests at the very bottom, furthest door on the right, of the church dungeon. When you enter the dungeon (seeing the big wall of yellow screaming text), you can get to the bottom easily by taking the first left, then hang right and jump all the way down the ladderwell. You can figure out which tippy toy is correct to open the door using a morse code sheet, or just trial and error by checking how many letters the correct toy has and throwing the toy from a distance to prevent damage.
-Power tools are useful melee weapons and noisemakers with infinite ammo. Any of them work, but the power drill is the least annoying to start and stop, and you can get it by placing a gas can in the empty slot by the lumber mill near the lake, then finding Lucas in a small fenced shack just below and behind the first nest.
-If you are already an advanced player, on repeat runs, just make a hometown sausage (ketchup+blueberry + any core except burning or spikey) and beeline it straight to Whichever one of your Pac squad forts has your favorite guns (probably Old Wienerton, because almost all the guns in there are tactical, and frequently includes the SCAR Heavy/Mk17). Grab the M203 (if unlocked) and backpack first. If going to South Fort, grab any blueberries you see on the way since this is the only place they spawn in numbers. Deal with the turrets as normal and pray to RNGesus, teleport home.
-You can play around fairly safely with just about any type of ammo you can get, staying far enough away from explosive impacts (from certain types of shotgun rounds, 40mm grenades, and Mk 211 .50BMG). The only exception is 40mm cornershot rounds, because they explode in lethal-to-self range immediately after firing.
-When it's time to finish a run, load up with one to three "Ghost"/"Shield" (blueberry*2 or mustard*2 with a shiny > weighty > juicy > tasty core) sausages, as much ammo as you can carry - expecting to face a lot of Pac turrets - and make an inverted hometown sausage (ketchup+blueberry+spikey or burney core) to save some time and ammo on the road.
If ARE playing on Arcade Mode:
-Switch your movement mode to "Teleport" to skip all walking sections. This is also how you git gud at the "Northeast Dakota" Take and Hold map, and the huge desert map when that gets added soon. Make sure to kill plenty of zombies for their cores though, these can't be spawned in.
-Ammunition and explosives can be spawnlocked in a slot by clicking left or right on the touchpad (index/vive, idk what the control is for others). If using loose ammo instead of magazines, make sure to stack them too - up on the touchpad (index/vive). Melee weapons aren't even really necessary on this mode, unless you are not using a weapon type which has Incendiary or explosive rounds available (to kill pricks).
-If you want to play more 'legit' instead of just spawning stuff in, you can. Save found items to the item spawner's vault to essentially retain weapon progression across play sessions.
-You can spawn in all kinds of weapons, memes and otherwise, in the item spawner. I would recommend something high-powered because the Rotweiners have a lot of health and seem to take minimal bleed damage (preventing flechettes and pistols from doing much), as well as either a laser sight for it or some type of accurate+rapid-firing or large-bore shotgun for easily killing funguys.

Some tips and fun items for the item spawner:
-The ammo spawn panel (misc/utilities) can be used to show you what ammo types are available for your caliber, and switch to them too.
-The item spawner gives you specific instructions on how to operate your chosen firearm.
-It is actually possible to get the rail adapter for your specific weapon (if it exists) by using the item spawner, unlike the RNGesus altar that is the "Picatinny adapter" case in Mary's shop.
-The rangefinder can be used if you need to zero a weapon (such as when fitting a suppressor) or to help you gauge the distance to land a precise shot on Pac turrets.
-The backpacks can be spawned here early, before you find the permanent spawn of one during normal gameplay in Wienerton.
-Some quest items and powerup sausages can be spawned in.
-If you're an advanced player, you can use claymores (potentially in combination with C4, or the more-sensitive "SPAAM"s which would detonate in tandem) to cover your ass and kill/alert you to incoming enemies when invading Pacification goons' bases.
-Some tools and weapons can be used to climb and reach otherwise inaccessible areas, if you don't use OVR advanced settings already. These include the climbing pick (hold trigger and swing at a wall, just like in MW2 campaign mission "Cliffhanger"), "The OG" 3-gauge shotgun, grappling hook, handcopter, and others.
-Hand grenades and Bangers are actually useful on this difficulty because they can be spawnlocked. The banger crafting station is in the Weinerton 'shopping district'. The backpacks can be exploited with spawnlocking to cram more shells than normally possible into the crafting station (just line it up so the ammo slot is -inside- of the station)

-If you want to spawn in the most effective/fun weapon that isn't a meme (like the Degle .50, Kolibri 9001, M134 Minigun, or 1911 Oversized) but aren't sure what it is, look in the rifles section. Go to anti-material rifles, and select the M107 (.50 BMG semi-auto). Spawn the scope and two or three magazines. The scope is very high-power, I'll see if I can't find a lower-power scope that also works with .50BMG's trajectory and add it here... Then go to attachments and spawn any canted rail adapter and a laser sight. Then go to utilities, spawn in the ammo panel, and change the ammo type to regular Incendiary (another magazine with Mk211 is also fun) and spawnlock it. If you want to save the weapon to the item vault instead of a weapon case, just load the magazine with 3/10 or 5/10 of each ammo type, so that the next time you spawn it in you can duplicate the magazine and re-consolidate each ammo type to one magazine.
Pacification turrets
Also called "Turburgerts", These are the cheeseburger-shaped laser pointer things found at Pac squad outposts and at the finale beyond East Wienerton.

TLDR: Most effective solution? Just run past them, strafing at an angle away from the laser. Use the backpack as a shield if you got nothing else. They shoot towards your viewpoint and lag slightly behind your trail, so if you and the you of .25 seconds ago can't see them = they can't hit you. You can definitely snipe them if you want, but expect to have a hard time of it unless you are something of a crack shot with a scoped; high-powered rifle, any non-AP/API rounds (for some reason AP rounds do around 3-4x less damage, anton pls fix), and a good headset.

These bois are ᵣₑₐₗₗᵧ ₛₘₒₗₗ. They are basically small cheese wheels with level III armor on the sides and accurately shoot bullets or flashbang grenades at you. It's a decent sniper challenge with a scoped rifle, but a blatantly unfair one if all you've got are iron sights and most any current or last-gen headset; they will look like a blurry handful of pixels with frickin lasers on their heads from just 50m out.

-Get up close behind one at first opportunity that presents itself so you can get a good look at them. The only parts of the turret that will deal damage on a hit is the little wheel in the center, and a small magazine on the right side (your left when it's facing you). The magazine is a weakpoint that can be destroyed in 1 hit from almost all weapons (except when loaded with AP/API), but it is so small that there's not really a point in aiming for it unless you're right behind the thing, are coming up on it towards your left side around a corner, or are trying to make life harder for yourself for fun. The plates on the sides are invulnerable to most ammunition types with less power than full-powered rifle cartridges. Said cartridges have to hit them at a ~60 degree angle or higher to penetrate, but deal reduced damage either way.
-There's a handle on the back that lets you pick them up, so you could potentially set them up and use them for farming weiner cores. Be wary that many turrets can turn 180 degrees and shoot you while you're trying to carry it, and most rotweiners also attack them. Hold them with the 'bun' towards yourself.
-If you've found and are using a suppressor - seemingly even integrally suppressed weapons such as the AS VAL - keep in mind that it will throw off your shot slightly, albeit usually consistently (except for junk suppressors like the oil filter can). This normally isn't a problem, except when you need to land very accurate shots from reasonably far away. I'd suggest either zeroing (or "sighting in", i.e. adjusting the windage and elevation of) your weapon if the platform allows it and you know how to, or just take the suppressor off when sniping turrets.

-There are really only three ways to deal with them:
1. Shoot them (from a distance).
To do this, you must first be born or made with steady hands, be trained on rifle marksmanship in real life, be from the future where higher resolution headsets exist, be from the future where there's an ARMA-like zoom option to compensate for the fact that simulated objects appear much farther away than they would in real life, buy a gun stock in real life, turn on the aim stabilization in-game, or use a scoped weapon or come back after finding/doing two or more of those things... And be one sneekie snipin' boi. Or just use 12 gauge frag rounds and eyeball it, lol.
-Turn on bullet traces so you can actually see where your shots are going.
-When shooting them within 50m or so and not wanting to get shot back, lean -just- around the corner of a solid wall - such that only one eye can see the turret.
-If you've zeroed your weapon for a specific and fairly long distance, don't touch it, but otherwise, set it to 50m or 100m, and aim just a couple of inches higher or lower to compensate.
-If playing on Arcade mode, you could spawn a rangefinder under Misc/utilities to help gauge the distance.
-If you have to aim with your weapon held at an odd angle when leaning around a corner, keep in mind the crossheir is where the bullet WOULD be curving up -and- compensating for gravity to meet your reticle at that zero distance when held straight. Held at an odd angle, the bullet will still curve towards your crossheir, and you will also have compensate for gravity with some amount of guesswork yourself, so you will need to adjust your aim to something less intuitive.
-If you use a gun stock and thus end up aiming kinda realistically, you may need to go to a range map first and actually zero/"sight-in" your weapon just as you would in real life because you need to make very precise shots on these smoll bois.

-One shot a turret with:
12g frag (if you can eyeball it, drops dramatically) > M203 HE if you can land it > Non-AP/API Full-powered rifle (further than 10m or so) >/= M203 "Steelbreaker" slug >/= KS-23 "Barricade" slug > 12g slug (sometimes takes two) > Any non-AP/API cartridge that hits the magazine (even pistols and sossigguns)
-2-shot with:
12g slug > Non-AP/API full-powered rifle (within 10m or so) > Non-AP/API Intermediate rifle cartridge

-Any other type of bullet or pellet will take more shots, AP 5.56, for example, takes 7-8. AP/API full-power rifle cartridges usually take 4. Melee can knock the turrets down and render them mostly impotent (most, but not all, cannot turn greater than around 120 degrees - some can turn all the way however so be careful), but doesn't work to destroy them.

-Keep in mind most of the bolt action rifles from Honey Hamlet don't have any rails to actually mount a scope on. The Model 70 and some of the weapons from the fourth crate (closest to the door) do, but if using a weapon with a missing proprietary scope, it is extremely unlikely to get it from any source, if even possible at all. If you get the M40A1 or PSG1 from that fourth crate, I would stick with it; it is a turret-killing machine and blessedly comes with its own scope. For the PSG1 you can extend the buttplate of the stock JUST enough that it can be shouldered and aimed perfectly.

2. Run past them with protection.
-Use either the Shield (Mustard*2 + shiny core), Regen (Mustard+eggplant + weighty core), or Ghost (blueberry*2 + shiny core) sausages or the reinforced riot shield you get from doing all of the outskirts' quests, after which it will spawn at the sheriff's office by the last set of bear traps outside Wienerton to safely ignore and run past them while under their effects.
-Bring a hometown sausage too, or be prepared to shoot all the turrets in the back on your way out. If you do so, point-blank-range shots seem to deal reduced damage, so save a bullet and shoot the magazine (on their right side, mounted to the armor plate) instead of the body.
-The backpack can also be used as a shield semi-reliably.
-The zombie riot shields deteriorate and break after a few hits, and the turrets shoot directly at your viewpoint so the open viewing port on those is a downside.
-I haven't tested the pies but believe they don't work, because the turrets are dynamic objects instead of true enemies.
-The Cyclops sausage's beam does not work, as this seems to be an anti-personnel-only effect.

3. Just strafe past them, lol. Especially the ones at the south fort because there are tons of them and about half of them are facing the wrong way and won't really aim at you for long anyway. It's actually pretty easy because their tracking lags behind you slightly, so just keep running at a slight angle away from the laser and they won't hit you. You can do the same on the way back, or get into a closer position behind them and aim for the magazines to kill them easily. I'd try method #2 to get a feel for it first.
Zeroing/"Sighting-in" your weapon
I might make this into a separate guide since it's more useful in general, and also teaches some real-life-applicable marksmanship skills. This isn't -terribly- necessary in RoTR unless you're actually sniping the pac fort turrets from a fair distance away; a good example would be shooting one of the turrets on the tallest pillars in the Old Wienerton fort from the roof of the two/three story building across the way.

TL;DR : Don't bother with this if you can't save your weapon/jot down your zero values anyway, and more simply stop using a gun stock and take off your suppressor before sniping turrets. Almost all weapons and attachments in H3VR are already perfectly factory-zeroed and will work when they're held straight, though keep in mind many scopes and reflex sights are designed for a specific caliber's trajectory and their elevation won't be perfect with others.

Zeroing or "sighting-in" a firearm means adjusting the elevation and windage to align shot placement with your sight picture at a certain distance. You may need to do this in-game if you're using a gun stock in real life, using a suppressor, or using a scope not designed for your weapon's caliber at long ranges (past 200m). This is something that has to be done in real life with rifles which, to my understanding, is for three reasons:
1. In real life you have to tilt your head and weapon to actually aim down the sights of any long gun comfortably, which throws off your shot compared to the factory zero.
2. (Even bigger issue with iron sighs) All bores and sight alignments were not created equally. Firearms also do wear and tear with time which will exacerbate this.
3. Generally speaking you'll want to be zeroed at about the farthest distance you think you'll shoot, which will exacerbate the windage and elevation offsets caused by the above two reasons when shooting at closer ranges.

So, to actually zero or "sight-in" your weapon is fairly straightforward in concept. Hold your weapon and aim at the smallest target you can see in as comfortable and consistent a way as possible with the correct zero distance, make a shot grouping, and compare your shot grouping to the target you were aiming at. Adjust the weapon's windage and elevation until you can make shot groupings centered around the target of your aim. You may notice that the zero won't hold at different ranges, and this is why real life marksmen tend to memorize 'zero tables' (which will often, but not always, follow a very simple formula:)

X = your zero at 100 meters

X = 100, 2X = 200, 3X = 300, and so on.

If you have 3MOA elevation and 9MOA windage at 300 meters, you will have 1MOA elevation and 3MOA windage at 100 meters (UNLESS the attached sight's factory "zero distance"s were not designed for your specific rifle's muzzle velocity).

More specifically how to zero:
1. Go to the sniper range map, grab your rifle and scope of choice, and set up a paper target with a bullseye.
2. With a high-powered scope: Change your zero distance and move the target to 100m.
With iron sights or a low-powered scope: Change your zero distance to 300m and move the target to 15m (600m/10m also works but you will have a harder time testing that). Keep in mind that the zero distances for any particular optic aren't necessarily intended for your rifle's cartridge and your zero at this shorter range might be worthless. If using an optic that didn't come with the gun (or wasn't paired with it in the spawn menu), test it at the same range as the zero distance immediately after you're done with this process.
3. Shoot a grouping of 2-5 rounds, depending on how confident you are with your aim, while aiming your crossheir as close as you can to the center of the bullseye. Turn on long gun stabilization if it isn't already on, you need it. If using a weapon with a lower rail, it is worth attaching a bipod.
4. Observe the grouping of bullet holes. Adjust your windage and elevation, with the goal of trying to center that grouping on the bullseye you were aiming at. 1 MOA = 1 inch at 100 yards, 2 inches at 200 yards, and so on; but there's not actually a way to measure inches in-game, so just guess. An easy way to do this, while it's set up on a bipod, is to let go and allow the gun to just remain in place aimed at the bullseye, then 'walk' the dot/reticle over to the center of your grouping.
-Windage is inverted, and positive values (shifting the sight picture to the right) adjust shot placement towards the left.
-Elevation is normalized, and positive values adjust both sight picture and shot grouping upward. (IRL it would be inverted when adjusting the elevation of a front sight post, but there are no guns in this game where you can actually do that.)

I literally don't understand what's going on with some guns and the directionality of windage/elevation and shot placement, why one; the other; or both are inverted or the same, so just try to work it out.
5. Repeat 2-4 until you can place accurate shot groupings centered around the bullseye.
6. Ensure at least a consistent formula for the zero still holds when changing zero distance. If the factory elevation/windage zero are no good or your optic's zero distances are meant for a different cartridge's trajectory - you will need to readjust elevation and windage at different distances. Fortunately you can cheat this with many rifle/scope configurations by just applying a simple multiplicative factor to all your zeroe'd values compared to the 100m distance. For example, if you have elevation set to -0.75 at a 100m zero distance, then you might get a perfect sight picture grouping with -1.5 at 200m, -2.25 at 300m, and -3 at 400m. Likewise if you did the shorter-range form with a 300m zero distance, you can potentially divide your elevation/windage numbers by 3 and get your values for the 'base' 100m distance. This won't work and you will instead need to memorize a small table of values or derive some other formula if you have a more complex configuration going on with two or more things that throw off your zero: An optic using zero distances not designed for your rifle's trajectory, using a gun stock in real life, a suppressor attached, or using a relatively inaccurate and short-ranged weapon (presumably because the projectile starts tumbling too soon; pistols, short-barreled rifles, some subsonic rounds, and shotgun slugs).) I don't know if that would work in real life or not, but it does here.
7. Remember those numbers. Save the weapon in the item spawner's vault.

-If the only weird thing in your setup is the use of a gun stock in real life, then the windage and elevation you found should apply to other weapon platforms as well. If you want to be certain, I would test it on another gun anyway.
-Keep in mind the zero distance functions to adjust your aim so that the bullet will first 'curve' up before it starts to drop back down due to gravity, and this curve will go in a slightly wrong direction if you're holding your weapon at even a slightly off-angle relative to the ground. With a short zero distance and firing at close range (within 50m or so) this isn't going to make too noticeable a difference. Any minute changes in your holding angle will have a larger effect over longer distances, or if you had to change your elevation/windage substantially and are using a longer zero distance like 300m.
Sausages, Cores, and Plants
-See https://h3vr.fandom.com/wiki/Powerup_Sausage for all the sausage recipes. Be aware of some extra notes on their effects:
-Shield sausages are only 100% effective when used with a weighty core (or the ones you find in coolers in Pac bases), otherwise you still take large amounts of damage when under its effect.
-Ghost sausages, on the other hand, do not need any potency. (I haven't tested the Lighthouse sausage, will do so sometime)
-Be careful if throwing important things (such as magazines) under the effect of "Muscle Meat", because doing so tends to actually destroy them.
-There are about 10 random locations that the "Where'd I go?" sausage can teleport you to, with varying degrees of usefulness. I'll list them here sometime.
-"Here I go!" teleports you to a specific location (the lake near the fishing pier), not to a random location.
-Ketchup leaves spawn in beginner zones and certain unnamed transition areas. There are always 3-4 of them in Sarah's garden, the very first house in sight after leaving the laboratory. Just wander around between Honey Hamlet and Spork in the Road and you find plenty.
-Mustard willows spawn at the edges of the lake, and in Old Wienerton, moreso in that latter area. Doesn't spawn in large enough quantities to be farmable.
-Deadly eggplants spawn near the North and South Pass Pac bases and at some dotted spots around the old mines. The entrance of north pass has around 2-4 spawns, the most and closest together (but in the killzone of multiple turret spawns).
-Prickly pickles spawn only in Wienerton. No particular spot has lots of them.
-A single blueberry spawns in the cemetery. More of them will spawn only in the area inbetween Wienerton south pass and the south fort.
-Tasty cores can be farmed at the 2nd set of beartraps inbetween Spork in the Road and Wienerton, by standing on the side closer to Wienerton and making noise to lure zombies close to you. More zombies will spawn before the nearby nest is destroyed. The bar on the hill has an ammo station(s) to refill after destroying each and any particular nest.
-Even more tasty cores can be farmed in Old Wienerton if you have a good weapon, as the "hanged man" rotweiners always drop one. Aim for their chests instead of their heads, as they seem to take almost no damage from headshots.
-Moldy, zippy, and some tasty cores can be farmed by standing at the closest corner of the lake to the cemetery and making some noise. Turn on HL-Alyx style grabbing, or use OVR Advanced Settings offsets, to grab those that fall to the bottom of the lake.
-Juicy and zippy cores can be farmed by making noise in Wienerton and timing your swings correctly with a melee weapon against the spurters/boomers. More of them spawn near the nest closer to the teleporter while it's still active.
-Spikey cores can be farmed off the armored zombies in the church basement when you have a very powerful (2hander melee) weapon - can't be ripped apart with your bare hands - or by killing Pricks at the northern edge of Wienerton or far side of the lake if you have a suitable (explosive, incendiary, or melee) weapon to kill them with. If playing on hardcore difficulty, I'd suggest getting them from the armored zombies, as their damage is lower; more predictable; and near a source of free healing. A "sword and board" strategy and killing pricks, or otherwise maintaining a small supply of health/regen/shield/ghost sausages would also work.
-Burning cores are rare. Farm them (and tasty cores, as "hanged" wieners will certainly get in the way) by standing on top of some crates or a building in Old Wienerton and make some noise. M203 is most effective. These and the armored "tomb gladiator" zombies are the only two enemies that you can't rip apart with your bare hands.
-Shiny cores can only be farmed by exploring Old Wienerton and opening all the big green crates you see. The crates don't respawn until the next run.
-Weighty cores can be farmed from the purple grenadier zombies beyond South Pass in Wienerton, or near the North Pass exit if the nest is still active. Too many of them spawn too close in East Wienerton, at the crossroads between north/south pass and the gauntlet bridge, but you could try your luck there if feeling ballsy or make a few Ghost sausages.
-All cores except weighty cores can be farmed very easily with M203 HE shells. M203 shotgun shells ("MP APERS") can be used instead to farm weighty cores, or just whatever you can find - refer back to the General section.
Secret quest hints
https://h3vr.fandom.com/wiki/Return_of_the_Rotwieners/Quest_Guide
OR,
If you want to figure out how to do the secret quests mostly yourself or are exasperated after not being able to find them, but don't want a full walkthrough...:

There are only two of these secret quests.

#1: This one rewards a vault of melee weapons and one shield, and a staff which (is a decent melee weapon in itself, and) summons lightning to smite your foes with ~100-200 charges (hold with both hands, click trigger on the forward hand). Bring a lighter or box of matches with you, a supply of health if your throwing arm is weak, and keep in mind to disarm and later rip a weiner down the middle to save yourself a trip when it comes time to do so. (And pick up the item for quest #2 while you're here, but just leave it by the ladder so you'll see it on your way back). Maybe you've noticed a few morse code sheets lying around the map? You can grab one if you want, but these are kinda pointless unless you know EXACTLY what you are looking for and EXACTLY how it works. Explore the church dungeon, and notice some seemingly-unimportant items sitting on top of pliniths, which are actually important. As one more hint, each small sequence of lowercase or capital 'A's represents a letter in morse code. It's kind of glitchy sometimes and the very last letter with the "aaArrrgh" or such might not actually be representing a letter itself. THAT is EXACTLY what you are looking for, and EXACTLY how it works is the beginning 'a' or 'A' of each sequence represents either a "dit" or a "dah" in morse code. Should you manage to open the final door, the cultists are surprisingly "not believers" themselves, if the success of the ritual is to be believed.

#2: Have you noticed the nearly invincible ghost-like zombie running around at times and making cannibalistic threats on your life, such as turning you into delicious sausage? He looks awfully similar to the wiener on the memorial wall on the northern exit of the shopping district, which took me an embarrassingly long time to notice myself. Also notice the poster on the wall just outside Shelley's general store, nearby. The post office is just outside the North Pass exit. Take a pilgrimage back to the church to fill up your health at the holy water station and look closely at an item sitting in arm's reach. I have no idea why it's all the way over there instead of, I don't know, at his memorial wall like it really should be. And no, he did not take his receipt for 61 cans of vienna sausage with him outside of the store.
Exploits
There are relatively few, and generally unnecessary exploits that can be made use of in this gamemode. But you can have fun with it, so why not?

-Less of an exploit and more of a tactic, if the continuous spawning of certain enemies is annoying you, you can disarm or kill most of them and then simply leave them (or the rest) alone. They will not respawn if they're not dead. The easiest way to do this is with a ghost sausage, grab them and simply take their weapons; chuck them somewhere they won't see it. Stunned or unaware enemies can also be disarmed but this will be trickier in almost all circumstances, except Pac squads who face the same way and move predictably (get behind a patrol, grab the rear guy, take his guns, use him as a meatshield and kill the rest; then let him go somewhere else or once the guns on the ground despawn).

-If you accidentally made a new save with the intro turned on, you can still "skip" the tutorial by getting atop the cliff wall and around the barrier (use the tree from the 3rd floor or OVR advanced settings offset). This can also be exploited for a free battery by partially completing the tutorial if you can be assed to sit through it on a repeat run, then using the battery given during said tutorial to activate the Spork in the Road teleporter instead of the one right outside the lab. Activating the Spork in the Road teleporter will activate the lab teleporter and take down the barrier the next time the scene is reloaded or you die.
-You may notice that the great majority of areas in the game are flanked by a relatively short 'plateau' wall below a much taller 'mountain' wall. There is almost always a way to get up onto the plateau by using jump+Teleport to climb onto some ruined buildings and then onto the wall, and one particularly dangerous area (East Weinerton, because it spawns multiple Funguys and Pricks together) can be navigated more easily by doing so. The plateau can also be used to comfortably sit back and snipe some weiners.
-Except for the one outside Weinerton and the far one by the lake which require some climbing, every radio tower climb can be completely skipped using Teleport movement.
-The "melee tool" crate in Bob's shop often spawns a climbing axe which can also be used to reach numerous hard-to-reach places to arguable effect (most notably climb up to turret towers, or make bypassing East Weinerton more convenient), though it takes some time and tricks with wrist flicks to use just the one.
-Sossigguns and Rotweiner weapons can both be reloaded from empty by NPCs. Some Rotweiner weapons in particular have absurd amounts of ammo. This seems to be limited in that some NPCs will refuse to pick up some of the better weapons (e.g. flamethrower cores, Frank's BAR) more than once, and some weapons seem like they can only be reloaded a certain number of times before all NPCs will stop picking them up.
-On top of that last point, you can also take the NPC with you as a mobile ammo station for sossigguns, but be careful because they are vulnerable to physics damage.
-Pacification turrets can be picked up with a little handle on the back, and placed whereever you want. They shoot at everything and everyone besides Pac squads and can be emplaced as a lure (Rotweiners will try to attack them) or to outright kill or distract rotweiners. The few "sniper" turrets with orange lasers are best for the task of killing, while the "flashbang" turrets are the best for distracting (and are much less likely to kill you). I would strongly advise you to get one of the two unbreakable shields first, as the turrets are incredibly jittery and janky and tend to shoot you even when being quite careful. Put it somewhere high up (or see below), as Rotweiners can knock them down and Pricks and Funguys can destroy them.
-The spinning blade traps by the lumbermill can't be picked up as easily as the turrets, but can be 'scooped' onto the backpack with a long gun or melee weapon and carried around that way. Just be careful because these will instakill you if you are hit by the blades while the trap is on. It will be annoying to turn off and on, however. Use any turret besides a flashbang one for this purpose, because flashbang turrets' shots don't make noise that Rotweiners are attracted to, and will also prevent the trap from working optimally.
-The backpack can be exploited to make a ludicrously powerful banger (though this isn't terribly useful beyond Arcade difficulty where bangers can be spawnlocked), just lay the backpack so that its slots are clipping inside the machine and pull whatever explosives you can get (probably 40mm grenades) from the slots. Make the banger with a bucket and probably not a timer, of course.
Comments and notes on loot and RNG in ROTR
The RNG in this particular map is pretty hit and miss, but usually miss more than hit. Expect to be running with a 2-hander melee weapon and one of the trapper's bolt-action rifles, without an optic, for the majority of the game, especially if you play for less than a a couple hours at a time. This may or may not change as you git gud and figure out how to speedrun raiding the forts, however. But those are also quite bad RNG.

Firearms only ever spawn with two of the same type of a random magazine it can accept (or a seemingly, slightly random amount of loose ammo for those which don't). A 30-round extended mag of 7.62 NATO takes up the same amount of space as a 7-round .45ACP or a 5-round 5.56 NATO training magazine.

There are a number of breakable cardboard boxes that spawn around the map, which seem to rarely respawn in certain places after breaking them and coming back later. The way these work is quite random and hard to predict (read: I haven't figured out how that ♥♥♥♥ works after two dozen playthroughs), but what is clear is that they can give you random attachments and magazines for currently-equipped weapons, which is invaluable on Classic and Hardcore mode. For this reason, if playing a long session, it is inadvisable to break -any- boxes until you have a very good weapon that you plan on sticking with. For a short session, might as well roll the dice whenever you see them.

-They can spawn a random size of magazine for a currently equipped weapon. This unfortunately means you can get a useless 5-round training magazine for STANAG-accepting assault rifles, but also means you could get a 100-round quadstacked magazine for the M249 (I've yet to see this happen with a 5.56 assault rifle, and have also yet to see the actual 200-round belt box for the m249, though).
-For the best odds of getting a magazine for the weapon you want, only equip that weapon and no others.
-The limits on this are unclear, and the point at which you stop getting magazines is inconsistent.
-The boxes will oftentimes just spawn nothing, which seems to happen much more often when carrying weapons - even melees, tube-fed shotguns, and the M203 - which don't use magazines. This could be a bug of the RNG system trying to spawn nonexistent magazines for them and then not re-rolling when it fails to do so. Another possibility is that it could be trying to spawn magazines for weapons you've formerly equipped, but are no longer, which would explain why they seem to give less good loot as time goes on in a run.
-The RNG system will sometimes 'choose' a single weapon to give mags to over and over again, even if you're carrying 5 or more different weapons and have plenty of magazines for that particular one already. When this does happen, it usually seems to be for the last weapon you've equipped and locked.
-You don't get magazines for a weapon sitting in the backpack.

-They can also spawn a whole new weapon, always a pistol or knife, but this seems to stop happening at some point when you are already strapped with weapons and ammo.
-You seem to also stop getting attachments from the boxes after some point, even if you have plenty of weapons with no attachments on your person.

-The weapon cases you can purchase in Wienerton are fairly awful overall. They select a random weapon and just two magazines from a watered-down list of the written category, which - the majority of the time - is not going to be what you want or need. It seems to use a similar system to TnH that favors picking the smallest magazines for that weapon more often than larger ones... but unlike in TnH, there is no way to increase the size of them. The most typical item from the "intermediate rifle" case, for example, is a Mini-14 with training magazines. Even if you can tolerate looking at the Mini-14, good luck with finding some usable mags for it. If you're carrying nothing but that Mini-14, you can expect the picatinny adapter case to continue to give a completely random item instead of the Mini-14 picatinny adapter.

I personally recommend ignoring most of the buyable cases in Wienerton unless they get fixed in the future or you've got plenty of spare cores and nothing else to do with them. Only some of them are any good and sometimes give something usable, usually attachment cases. Play around with it for sure but don't rely on that system. Get your weapons from the lockers in Pac forts. Focus on completing the game on classic/hardcore mode, and then just play on Arcade mode instead and make a note of what sounds cool, buy it, then go back to the item spawner in Honey Hamlet and spawn what you actually wanted yourself when you inevitably don't get it from the case.
Outro, TLDR
That's all I can think of for now after autistically running through this gamemode several times in the past week or two. Leave a comment if you think I missed something that I could throw in here.