HOLE
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Quick Tips and Tricks for HOLE (WIP)
Bởi Calza
An assortment of tips combined with information on the weapons and some additional trivia. If this guide helps you, please give it a thumbs up! Last updated 6/26/2025.
   
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Basic Tips
  • HOLE is an extraction shooter. You grab the handgun on the chair, cook the unhappy eggies in the microwave, and go to explore the Office. There's 6 stages in total.

  • You can have up to two weapons: your primary and your handgun. Your ammo is infinite, but you'll need to manage your bolt or slide to make sure there's a round in the chamber, or to clear malfunctions.

  • As you progress you'll unlock more primaries, attachments for your guns to make them more capable, and drinks - essentially perks - to make yourself more capable.

  • There are two currencies you accumulate: Cash and Data. Cash is used to buy skill drinks, Data is used to buy attachments, and both combined purchase additions to your hideout. Cash is gained from tasks or dead enemies. Data is gained from floating boxes, fridges, tasks, or BagHeads.

  • Boxes are silent, and always carry 500 Data in them. Fridges have a soft hum and a yellow glow, making them easier to find. They usually carry 1500+ Data that scales up with the wave. Enemies will also try to congregate around a fridge as a hotspot. They eventually despawn and respawn.

  • Microwaves are your exit out of a stage. They glow blue, make a sort of chirping noise, and when you activate it you'll need to stay near it for it to finish. The progress bar does not decrease if you leave the radius. Once the exit is ready you can use it at any time.

  • After your first hideout upgrade, you'll unlock Tasks, which encourage you to explore specific zones to either collect items or kill enemies. You'll also unlock the drink machine, and a computer you feed colored Discs to unlock weapons.

  • If you die in a dive you'll keep 10% of the Cash and Data you collected, plus any items needed for tasks, blueprints for attachments, or keys needed to unlock doors. You lose 90% of the Data and Cash you collect, plus any colored discs you pick up to unlock weapons.

  • In the bottom left corner is a wave indicator. As the waves rise, the enemies become more difficult. At the start, there are three colored enemy types: Blue, Red, and Yellow. After wave 3, you'll see Elite and Boss variants of these colors with upgraded weapons and armor that require armor piercing ammo to efficiently kill.

  • After wave 2, you'll see BagHeads, Ghosts, or White enemies that will try to hunt you down in particular. Their gear is usually better than the other colors. They drop Blueprints to unlock weapon attachments for purchase, and Data. You have to have a weapon available to gain blueprints for it. They tend to prioritize you over other bots.

  • After wave 3, you'll see Blueberries, or Purple enemies with big heads that attempt to rush you with a knife. They have a lot of HP that needs to be whittled down, making hollow-point ammunition perfect for them. Use a kick to force them to the ground and keep them grounded. They drop a lot of cash. They tend to prioritize you over other bots.

  • After wave 4, you'll see Demons, or Orange enemies that wield shotguns using dragon's breath ammunition. Not particularly dangerous on their own, but the damage over time can add up. They tend to prioritize you over other bots.

  • Keys are used on locked rooms, with one in each stage. Each room has a computer that you activate to gain a colored Disc. When the computer is activated, it will change the zone for that run, making it harder. You must escape alive with the disc to unlock the corresponding weapon. Each stage has its own modifier.

  • Bots are extremely lethal with headshots. Don't ♥♥♥♥ around and don't stop moving. Peeking is a lie and just makes your head easier to hit. However, they still need to reload like you do, and their guns jam like yours do.

  • There's no fall damage, so hop from the 7th story of an apartment if you need to.
Advanced Tips
  • If you stand in front of a fridge or on top of a box when you open it, the contents will be collected automatically. Letting them spew onto the floor is a waste of time, but fun to watch.

  • It's recommended to find a microwave as soon as you can, and get its progress about 80% of the way. This will let it continue to glow, and there will be a noticeable ring of golden pins and black dirt that make it easy to identify from a distance or through walls. If you complete the progress bar it'll stop chirping.

  • Enemies have two status bars: Health and Stun. If you deplete their health bar, they die. If you deplete their stun bar, they fall over. The stun bar regenerates to full after a few seconds. Shooting an enemy with hollow point ammo or in the leg will deal extra stun damage. Stun bars seem to range from 100 to 150. You can also kick enemies and keep them on the floor.

  • Enemy armor will reduce weapon damage to 1/10th of its normal value unless the ammo type is Armor Piercing (AP), in which case the full damage will go through. Helmets have more armor than vests. Leg and arm shots do half damage, allowing you to kill armored enemies a lot faster if you don't have AP.

  • All the enemy types make a specific noise that can help you identify them through walls. They will chatter with eachother. Reds a low and bassy, yellows are high and chattery, blues are middle of the road. BagHeads sound like a gasp or a whisper. Blueberries are bubbly or gurgly. Demons are rumbly and growly.

  • The shotgun reloads 2 shells at a time, and the button has to be repeatedly pressed to fully load the gun. The sniper rifle reloads one round at a time, and requires pressing the bolt/slide button twice to open the bolt and to close it. In order to reload the rifle you need the chamber open.
Handgun
Ammo: Used to specify which weapon the ammo is for.
Fire Mode: Semi or Full Auto.
Fire Rate: Either uncapped or 800 RPM in the AR's case.
Jam Rate: Percent chance the gun will fail to fire and require rechambering the gun.
Damage: Damage per bullet before armor. Headshots have a 5x damage multiplier.
Stun Power: Damage dealt to an enemy's Stun bar.
Penetration Power: Rough indicator whether the ammo is AP or not. The number itself is irrelevant.
Mag Capacity: How many rounds come in a magazine.
Reload Time: How long it takes to reload a magazine, not counting the need to chamber a new round.
Recoil - Vertical: How intense the force driving the gun's muzzle up is.
Recoil - Horizontal: How intense the force driving the gun's muzzle sideways is.
Accuracy: How accurate the gun is, measured in MOA, or minute of angle.
Loudness: How loud the gun is, relatively speaking.
Heat: How much heat is generated per shot, up to a cap of 300.
Cooling: How quickly heat is dissipated.



Ammo: 9x19mm
Fire Mode: Semi only
Fire Rate: Unknown
Jam Rate: 5%
Damage: 35
Stun Power: 15
Penetration Power: 8
Mag Capacity: 10 or 17
Reload Time: 1.75s (10), 2s (17)
Recoil - Vertical: 1.45
Recoil - Horizontal: 0.2
Accuracy: 12 MOA
Loudness: 250
Heat: 15
Cooling: 100
Stock Attachments: Flashlight, 10 Round Magazine, 9x19 FMJ, Iron Sight
Summary: Mag fed, semi auto pistol that's always there for you.

Ammo Types
9x19 FMJ: 35 Damage, 15 Stun, 8 Penetration, 15 Heat
9x19 HP: 45 Damage, 40 Stun, 5 Penetration, 20 Heat
9x19 AP: 30 Damage, 5 Stun, 25 Penetration, 20 Heat
9x19 SUB: 45 Damage, 8 Stun, 4 Penetration, 7.5 Heat
Summary: FMJ is your standard ammo. HP does more damage and is excellent for stunning, but generates more heat. AP does less damage and stun, and generates more heat, but passes clean through armor. Subsonics do more damage, less stun, and generate less heat, reducing likelihood of a malfunction - excellent for rapid fire.

Magazines
10 Round Mag: -0.25s reload time
17 Round Mag: 0s reload time
Summary: Bigger mags take more time to reload. However, 10 rounds is not a lot, so getting the 17rd mag ASAP is recommended.

Muzzles
Suppressor: -10 Damage, -0.25 V Recoil, -0.15 H Recoil, -240 Loudness, -50 Cooling, +2.5% Jam Rate
Compensator: -5 Damage, -0.5 V Recoil, -0.1 H Recoil, -25 Cooling
Summary: The suppressor will make your shots whisper quiet (especially with subsonic ammo), and reduce recoil a fair bit, but will increase jamming, reduce damage, and the gun retains heat for longer. The compensator will reduce damage slightly, reduce cooling rate, and reduce recoil by a lot.

Sights
Irons: Basic ironsight.
Red Dot: Red dot sight attached to the slide.
Summary: Red dot wins over irons every time. It presents a nice, clean sight picture with an open window for viewing.

Tactical
Flashlight: Underbarrel flashlight for lighting up dark spaces.
Green Laser: Underbarrel laser for hip firing, showing where the barrel is roughly aimed. Green color.
Red Laser: Underbarrel laser for hip firing, showing where the barrel is roughly aimed. Red color.
Summary: Use the flashlight if exploring the second zone with the lights off. Use the laser to assist in accurately firing from the hip.

Assault Rifle
Ammo: Used to specify which weapon the ammo is for.
Fire Mode: Semi or Full Auto.
Fire Rate: Either uncapped or 800 RPM in the AR's case.
Jam Rate: Percent chance the gun will fail to fire and require rechambering the gun.
Damage: Damage per bullet before armor. Headshots have a 5x damage multiplier.
Stun Power: Damage dealt to an enemy's Stun bar.
Penetration Power: Rough indicator whether the ammo is AP or not. The number itself is irrelevant.
Mag Capacity: How many rounds come in a magazine.
Reload Time: How long it takes to reload a magazine, not counting the need to chamber a new round.
Recoil - Vertical: How intense the force driving the gun's muzzle up is.
Recoil - Horizontal: How intense the force driving the gun's muzzle sideways is.
Accuracy: How accurate the gun is, measured in MOA, or minute of angle.
Loudness: How loud the gun is, relatively speaking.
Heat: How much heat is generated per shot, up to a cap of 300.
Cooling: How quickly heat is dissipated.



Ammo: 5.56x45mm
Fire Mode: Semi or Full Auto
Fire Rate: 800 RPM
Jam Rate: 3%
Damage: 25
Stun Power: 20
Penetration Power: 8
Mag Capacity: 10, 20, 30, or 60
Reload Time: 1.886s
Recoil - Vertical: 1.35
Recoil - Horizontal: 0.175
Accuracy: 6 MOA
Loudness: 300
Heat: 10
Cooling: 100
Stock Attachments: Flashlight, 10 Round Magazine, 5.56 FMJ, Iron Sight, Flash Hider
Summary: Mag fed rifle that can accept high capacity mags, a variety of optics, and can fire in full auto. Well balanced and lethal.

Ammo Types
5.56x45 FMJ: 25 Damage, 20 Stun, 8 Penetration, 10 Heat
5.56x45 HP: 35 Damage, 30 Stun, 5 Penetration, 15 Heat
5.56x45 AP: 20 Damage, 6 Stun, 25 Penetration, 15 Heat
5.56x45 SUB: 35 Damage, 8 Stun, 4 Penetration, 4 Heat
Summary: FMJ is your standard ammo. HP does more damage and is excellent for stunning, but generates more heat. AP does less damage and stun, and generates more heat, but passes clean through armor. Subsonics do more damage, less stun, and generate less heat, reducing likelihood of a malfunction - excellent for full auto.

Magazines
10 Round Mag: -0.25s reload time
20 Round Mag: +0s reload time
30 Round Mag: +0.25s reload time
60 Round Mag: +0.5s reload time
Summary: Bigger mags take more time to reload. However, 10 rounds is not a lot, so getting either the 20 or 30 round mags is highly recommended. 30s are mandatory for full auto fire. 60s are even better.

Muzzles
Suppressor: -10 Damage, -0.25 V Recoil, -0.15 H Recoil, -280 Loudness, -50 Cooling, +2.5% Jam Rate
Muzzle Brake: -5 Damage, -0.5 V Recoil, -0.075 H Recoil, -25 Cooling
Summary: The suppressor will make your shots quieter (especially with subsonics), and reduce recoil a fair bit, but will increase jamming, reduce damage, and the gun retains heat for longer. The brake will reduce damage slightly, reduce cooling rate, and reduce recoil by a lot.

Sights
Irons: Basic ironsight. Actually not that bad.
Holosight: Holographic sight with a big red circle and a dot in the center. Great field of view and works well in close quarters.
Dotsight: Red dot sight with a dot in the middle of a tube. Window is more constrained than the holosight.
2x Scope: Prism scope with 2x magnification. Has a black cross reticle with a red aiming point. Good if you want a bit of magnification.
4x Scope: Low-power variable optic with fixed 4x magnification. Has a black cross reticle. Good if you want a lot of magnification for low-percentage hits, but takes up a lot of screen space.

Tactical
Flashlight: Handguard mounted flashlight for lighting up dark spaces.
Green Laser: Handguard mounted laser for hip firing, showing where the barrel is roughly aimed. Green color.
Red Laser: Handguard mounted laser for hip firing, showing where the barrel is roughly aimed. Red color.
Summary: Use the flashlight if exploring the second zone with the lights off. Use the laser to assist in accurately firing from the hip. You can use up to 4 flashlights for brighter light, 4 lasers for a more noticeable aiming point, or a mix.


Shotgun
Ammo: Used to specify which weapon the ammo is for.
Fire Mode: Semi or Full Auto.
Fire Rate: Either uncapped or 800 RPM in the AR's case.
Jam Rate: Percent chance the gun will fail to fire and require rechambering the gun.
Damage: Damage per bullet before armor. Headshots have a 5x damage multiplier.
Stun Power: Damage dealt to an enemy's Stun bar.
Penetration Power: Rough indicator whether the ammo is AP or not. The number itself is irrelevant.
Mag Capacity: How many rounds come in a magazine.
Reload Time: How long it takes to reload a magazine, not counting the need to chamber a new round.
Recoil - Vertical: How intense the force driving the gun's muzzle up is.
Recoil - Horizontal: How intense the force driving the gun's muzzle sideways is.
Accuracy: How accurate the gun is, measured in MOA, or minute of angle.
Loudness: How loud the gun is, relatively speaking.
Heat: How much heat is generated per shot, up to a cap of 300.
Cooling: How quickly heat is dissipated.



Ammo: 12 Gauge
Fire Mode: Semi
Fire Rate: Unknown
Jam Rate: 12%
Damage: 10 x 9 pellets
Stun Power: 20 x 9 pellets
Penetration Power: 5
Mag Capacity: 2, 5, 7, or 9
Reload Time: 1.566s (for 2 shells)
Recoil - Vertical: 2.5
Recoil - Horizontal: 0.3
Accuracy: 193.688 MOA (pellets) or 3 MOA (slug)
Loudness: 400
Heat: 30
Cooling: 100
Stock Attachments: Flashlight, 2 Round Magazine, 12GA Buckshot, Iron Sight, Choke
Summary: Tube fed shotgun that fires in semi auto. Dominates in close range, deceptively accurate, but does poorly at long range.

Ammo
12 Gauge Buckshot: 10x9 (90) Damage, 20x9 Stun, 5 Penetration, 30 Heat
12 Gauge Flechette: 7x9 (63) Damage, 2x9 Stun, 25 Penetration, 40 Heat
12 Gauge HP Slug: 80 Damage, 120 Stun, 5 Penetration, 40 Heat
12 Gauge Dragon's Breath: 5x9+54 (99) Damage, 4x9 Stun, 5 Penetration, 60 Heat
Summary: Buckshot is the baseline, offering good damage and stun, while lacking penetration. Flechette trades damage and stun for penetration and heat. The slug is a downgrade from buckshot in almost every way, but is very accurate. Dragon's breath trades some damage up front for extra damage later that can bypass armor, in exchange for less stun and more heat.

Magazines
2 Shell Tube: -0.25s reload time
5 Shell Tube: +0s reload time
7 Shell Tube: +0.25s reload time
9 Shell Tube: +0.5s reload time
Summary: Bigger mags take more time to reload. In the shotgun's case, the more shells you can fit, the better.

Muzzles
Breacher: -1 Damage (per pellet), -0.5 V Recoil, -0.15 H Recoil, -25 Cooling
Suppressor: -1.5 Damage (per pellet), -0.25 V Recoil, -0.2 H Recoil, -370 Loudness, -70 Cooling, +2.5 Jam Rate
Summary: The suppressor will make your shots quieter, and reduce recoil a fair bit, but will increase jamming, reduce damage, and the gun retains heat for longer. The breacher will reduce damage slightly, reduce cooling rate, and reduce recoil by a lot.

Sights
Irons: Basic ironsight. Actually not that bad.
Holosight: Holographic sight with a big red circle and a dot in the center. Great field of view and works well in close quarters.
Dotsight: Red dot sight with a dot in the middle of a tube. Window is more constrained than the holosight.
2x Scope: Prism scope with 2x magnification. Has a black cross reticle with a red aiming point. Good if you want a bit of magnification.
4x Scope: Low-power variable optic with fixed 4x magnification. Has a black cross reticle. Good if you want a lot of magnification for low-percentage hits, but takes up a lot of screen space.

Tactical
Flashlight: Handguard mounted flashlight for lighting up dark spaces.
Green Laser: Handguard mounted laser for hip firing, showing where the barrel is roughly aimed. Green color.
Red Laser: Handguard mounted laser for hip firing, showing where the barrel is roughly aimed. Red color.
Summary: Use the flashlight if exploring the second zone with the lights off. Use the laser to assist in accurately firing from the hip. You can use up to 4 flashlights for brighter light, 4 lasers for a more noticeable aiming point, or a mix.

Sniper Rifle (WIP)
Ammo: Used to specify which weapon the ammo is for.
Fire Mode: Semi or Full Auto.
Fire Rate: Either uncapped or 800 RPM in the AR's case.
Jam Rate: Percent chance the gun will fail to fire and require rechambering the gun.
Damage: Damage per bullet before armor. Headshots have a 5x damage multiplier.
Stun Power: Damage dealt to an enemy's Stun bar.
Penetration Power: Rough indicator whether the ammo is AP or not. The number itself is irrelevant.
Mag Capacity: How many rounds come in a magazine.
Reload Time: How long it takes to reload a magazine, not counting the need to chamber a new round.
Recoil - Vertical: How intense the force driving the gun's muzzle up is.
Recoil - Horizontal: How intense the force driving the gun's muzzle sideways is.
Accuracy: How accurate the gun is, measured in MOA, or minute of angle.
Loudness: How loud the gun is, relatively speaking.
Heat: How much heat is generated per shot, up to a cap of 300.
Cooling: How quickly heat is dissipated.


Ammo: 7.62x51mm
Fire Mode: Semi
Fire Rate: Bolt Action
Jam Rate: 0%
Damage: 100
Stun Power: 30
Penetration Power: 35
Mag Capacity: 4
Reload Time: 2s
Recoil - Vertical: 2.5
Recoil - Horizontal: 0.25
Accuracy: 1 MOA
Loudness: 400
Heat: 30
Cooling: 100
Stock Attachments: Flashlight, 4 Round Fixed Magazine, 7.62 FMJ, Iron Sight, Thread Protector
Summary: Bolt action rifle that can accept a variety of optics. Awful at close range, but shines at medium and long range. Very accurate, but awkward and does not fire quickly. The weapon with the highest skill cap.

Ammo Types
7.62x51 FMJ: 100 Damage, 30 Stun, 35 Penetration, 30 Heat
7.62x51 API: 75 Damage, 5 Stun, 45 Penetration, 50 Heat
7.62x51 AP: 90 Damage, 10 Stun, 55 Penetration, 30 Heat
7.62x51 HP: 125 Damage, 65 Stun, 25 Penetration, 30 Heat
Summary: FMJ and HP can one tap standard enemies to the body. All ammo will one tap standard and elite enemies to the head. FMJ can one tap bosses to the head. API will kill standards with one bodyshot, elites with two, and bosses with three after 4 seconds of burn, or one headshot for all. AP can only one shot if you get a headshot, body shots take one more shot than FMJ. HP has same shots to kill as API to the body without the waiting. HP cannot penetrate the boss' helmet so boss bodyshots are recommended.

Magazines
4 Round Fixed Mag

Muzzles
Suppressor: -10 Damage, -0.25 V Recoil, -0.2 H Recoil, -370 Loudness, -70 Cooling, +2.5 Jam Rate (false)
Muzzle Brake: -5 Damage, -0.5 V Recoil, -0.1 H Recoil, -25 Cooling
Summary:


Sights
Irons: Basic ironsight. Actually not that bad.
Holosight: Holographic sight with a big red circle and a dot in the center. Great field of view and works well in close quarters.
Dotsight: Red dot sight with a dot in the middle of a tube. Window is more constrained than the holosight.
2x Scope: Prism scope with 2x magnification. Has a black cross reticle with a red aiming point. Good if you want a bit of magnification.
4x Scope: Low-power variable optic with fixed 4x magnification. Has a black cross reticle. Good if you want a lot of magnification for low-percentage hits, but takes up a lot of screen space.

Tactical
Flashlight: Handguard mounted flashlight for lighting up dark spaces.
Green Laser: Handguard mounted laser for hip firing, showing where the barrel is roughly aimed. Green color.
Red Laser: Handguard mounted laser for hip firing, showing where the barrel is roughly aimed. Red color.
Summary: Use the flashlight if exploring the second zone with the lights off. Use the laser to assist in accurately firing from the hip.

Skills
You can swap between levels 1, 2, 3, and unequip a skill entirely via the menu.





Trivia
  • The microwave is full of eggs with unhappy faces scribbled on them. When it finishes it's then bursting with rubber ducks.

  • Each of the ammo types has a specific look and bullet composition. 9mm FMJ is round nose, copper jacket, brass casing. 9mm HP has a silvery zinc casing. 9mm AP has a black steel penetrator, and bronze-looking casing. 9mm subs have a blue rounded tip with brass casing. 5.56 FMJ has round nose, copper jacket, brass case. 5.56 HP has a red polymer tip. 5.56 AP has a black steel penetrator. 5.56 subs have a blue rounded tip. 7.62 FMJ has the typical round nose, copper jacket, brass case. 7.62 API has copper jacket, white tip, brass case.

  • Gunshots are quieter with a suppressor, but without subsonic ammo there's still a supersonic crack. Subsonic ammo and suppressor combined are the quietest combo.

  • Kick the Exit computer. I had a proper laugh when it happened.