Contents:
Note: Since sometimes sections are pretty far apart, searching for ++ will help you navigate. Searching for ** will navigate to subsections.
++1: What is this game even supposed to be?
++2: Account system.
++3: Game basics.
++4: Misc keys.
++5: Other players and killing them.
**5.1: General information.
**5.2: Starting weapons.
++6: Items.
**6.1: The full list.
**6.2: Vehicles.
++7: teams
++8: Bases.
**8.1: Creating a base.
**8.2: Base functions.
**8.3: Base computer.
**8.4: Destroying a base.
**8.5: the store
++9: hand to hand combat. 
++10: Historical archives. 
++11: Credits.
++1: what is this game even supposed to be?
Redspot is not actually a Tetris game where you attempt to catch red dots falling down the screen, nor is it a painting program. It is the classic first-person shooter people know and love, now modernized in NVGT. Originally developed by Sam Tupy Productions with Mason Armstrong, Redspot continues to be developed by Sam Tupy Productions in collaboration with IMS Productions(with code contributions by Quin Gillespie and Carter Temm).
++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!
There is, however, a way to allocate a name in redspot. This is *not an account system. It's just linking a name to a password. To do this, click allocate a name from the main menu. Here you can type in a name and a password. Then, click options. In there you will see set name password. Click that and type in your password you used. Then when you click play, it will verify with that password. If you allocate a name and someone tries logging in with a different password it won't work. It is of course possible to play with out allocating a name. 
++3: game basics
movement
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 coords 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. On the very north of the map... well, that is to be explored. 
Movement keys.
move forward: up arrow.
move backward: down arrow.
climb: page up or page down.
move right: right arrow.
Move left: left arrow.
turn left: hold shift q.
turn right: hold shift e.
turn to previous left 45 degree angle: q.
turn to next right 45 degree angle: e.
check coordinates: c.
check direction facing: f.
use camera: hold g, then move the camra by using the arrow keys and page up/down.
check tile camera is on     activate the camera and press t.
++4: misc keys.
the function row can give you other information.
show players online: f1. Gives you a list of players online at the moment, as well as their kills.
Check server uptime: f2.
test ping the server: f3. Sends a test ping. When it returns, you will be told how long it took to return.
check motd: f4.
decrease/increase sapi rate: f5 and f6.
enable/disable chat reading: f7.
enable/disable online or offline messages: f8.
decrease/increase game volume: home or end.
++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. 
check items near you: m.
Check items near you in a menu:  shift+M. 
review current buffer: comma and dot. 
Jump to beginning&end of current buffer: shift+comma or dot. 
open chat console: slash. From here, you can enter a message for the other players to read, or use one of these commands. Team commands will be destribed in a later section. 
-/where <playername>: Tells you the coords of the requested player.
/afk: after a timer of 5 seconds, you will go AFK. In this mode, you won't be able to do anything, but you also can't be hit. Type /afk again to exit this mode. Note: use of this mode while using items that stun you while they load or being tasered is not recommended for your own personal health. The ban hammer hovers over any evil dooers who decide to abuze this mode to avoid being killed by other players! You cannot chat while you are afk, and you are not able to exit the mode for a while after entering it.
/pm <personname> <message>: Sends a private message to the requested person.
/reply <message>: Sends a pm to the last person to send you one.
/bases: Tells you how many bases in total, as well as how many active bases there currently are.
/bestplayer: Tells you who currently holds the most number of kills.
check ammo in current weapon, if it uses ammo: a.
check health and shielded shots, if you have any: h
Stat menu: shift+s. This shows health, shielded shots, air supply, etc etc. 
use item in inventory: enter.
use item for another purpose: shift+enter
Drop item/drop to the ground: Bakcspace. If your usage mode is toggled to "using items", you will drop one of the currently selected item. Dropped items cannot be picked up for two seconds, after which they are fair game for anyone stumbling across them. If your usage mode is toggled to "using yourself", you will drop to the ground for about two seconds allowing you to avoid some weapon shots. However, you can't move while on the ground.
Set item as favorite: ctrl+alt+any of the arrow keys. This will set an item as a favorite, making it easily activatable with one keystroke.
Activate favorite item: alt+any of the arrow keys. If that arrow key has a favorite item assigned to it, that item will be used without you having to tap to it.
cycle inventory: tab and shift+tab. Hold down to cycle faster.
Switch between usage modes: y. If your usage mode is toggled to "Using items," you will do just that, using the items you selected. If the usage mode is on "Using yourself," You will use yourself on an object be it doors, computers, switches, or any other item that you would logicly use your self on. 
track player: t. After a player is tracked, you can always know where they are in rillation to you. You will hear what direction they are, how far away they are, and what coordinates they are at.
check tracked player location: o or w. This will allow you to hear the information described above. If they are near enough, a beep sound will play at their location.
Turn on autotracking. you can turn on autotracking by using yourself with y, then pressing shift w. This mode only works while using yourself.
check players near you: p. Tells you where any players are in rillation to you, if they are close enough.
Give item: Select the item you want to give in the inventory then press v. If a player is within five squares of you, they will show up in the menu and you will be able to set the amount of the item you'll give.
Open inventory: i. Another way to browse the inventory. You can view the items you have with the arrow keys.
go to previous&next buffer: left and right bracket. Cycles between the buffers all, chat, and misc.
You will start with a random asortment of weapons when you first log in.  you can press tab to highlight one of your weapons, then press enter to select and use it.  You can set 5 favorite weapons by first tabbing to the weapon, then pressing enter to use it, then press shift 1 through 5 to choose one of 5 slotts after which you can press 1 through 5 correspondingly to select one of your favorite weapons.
fire weapon: ctrl. Fires currently selected weapon.
Fire weapon down: shift+CTRL. Fires your weapon at an angle downward. Remember to compensate for how high you are up in the air when you aim downwards.
Reload weapon: R. Reloads your weapon when it's out of ammo. Be careful not to mash ctrl, or r while your gun is reloading, or you will jam it.
Unload a weapon: shift+R. Unloads a weapon, places the rounds in your inventory to be used at a later time or with a different weapon.
Unjamming a weapon: highlight the jammed weapon in your inventory and press enter repeatedly on it until you hear a sound like a jammed bullet being unlodged. Weapons can get jammed if you are to jumpy when it's reloading, remember reloading is a delicate process and trying to rush it can spell disaster.
Jump: space. Jumping is a faster way of getting around or away, and it can protect you from some weapons, though not all of them. 
Activate weapon ping: grave accent. When a weapon ping is enabled for the currently selected weapon, you will hear a beep sound if that weapon hits something.
**5.2: starting weapons.
When you log in, you will start with an asortment of random weapons. To find more weapons you will have to search for them around the map. you can also find ammo for your weapons as well by picking it up. you always start with 2 things though which are your fists and feet. Below is listed all the potential weapons you can spawn with.
category 1: melee weapons, such as knives, hammers, swords, etc.
a: the knife. This knife is suitable for close combat only. It fires fast but does little damage.
b: the hammer. This melee weapon is useful for longer ranged melee combat. It fires slower but does more damage than the knife.
c: The short sword. It combines fast fireing speed with good range and large damage.
d: The spiked bat. Mid damage, decent speed, With a mid range.
E: large iron club. it swings with slow speed, has a mid range, but damage is good.
Catagory 2: Non-powdered projectile weapons, such as crossbows, and throwing knives.
a: The throwing knives. Throwing knives can be throan at a fast speed and have a good range.
b: The crossbow: Another fast fireing weapon, the crossbow is also suitable for bringing down shields, shooting bullet bombs or destroying projectiles. It does little damage, so killing players is not too recommended unless you are a very accurate shooter. it's range is farther out then the throwing knives which makes it a good weapon for catching people by surprise.
Catagory 3: 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.
a: the sky28 laser. The sky28 fires quickly, does little damage but It is useful for bringing down shields, because if you are a good control spammer and use both control keys (remember to activate right control to fire in options), it can actually be faster than a machinegun.
Catagory 4: Pistols. Smaller guns for people who like to jump in, shoot a few times, then get the hell out.
a: the beretta m9 pistol. The beretta m9 fires a little slower than the laser, but also does more damage at an increased range.
b: beretta m1951 machine pistol. Short range, good firing speed. Does mid damage.
c: mp5 machine pistol. Decent range and fast firing pistol, with decent damage.
D: browning high-powered BDA handgun. Good clip, fast firing speed, but with sort of low damage.
e: mlk203 combat pistol. Quick speed and good range, with high damage. Best pistol you can get lucky enough to start with.
F: colt python revolver. Relatively fast weapon, with good damage and a decently fast reload speed. it also has a good range.
g: s&w model66 revolver. Slightly better damage, range, and speed than the colt python.
H: cop357 derringer pistol. A high damaging weapon with a short clip, and very small spread and range.
category 5: shotguns
A: m1208 shotgun. The m1208 has a shorter range and fires very slowly, however it is very damaging and has spread range. If someone is one foot away from you straight in front, they can also be up to 7 feat to the right or left and your shot will still hit. This spread range decreeses as you shoot further away from the target.
b: str32 pump action shotgun. it's like the m1208 in range, damage, and spread but it's a classic pump action. Feel like a bad ass when you shoot this baby.
category 6: Rappid fire weapons. Bring down shields or get rid of that swarm of projectiles following you the easy and very satisfactory way!
A: the m16 assault rifle. The m16 is a weapon very suited to bring down shields, as it combines fast fireing speed with good range and good damage for a fast fireing weapon.
Catagory 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.
a: The sianide pistol. The sianide pistol doesn't have the greatest range, fireing speed, but its effects can be devastating if you use it well. If a person is shot by the sianide pistol, they will start taking damage, regardless if they are wearing shields or not. This effect stacks, so being shot again deals more damage over time. Gas masks and air tanks counter this.

++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: Catagories.
a: Beneficial items. Any item that increases your character's stats in a positive way be it health, ammo or other related things.
b: Buf. Items that provide you, or another player, with a temporary advantage like increased damage or walking speed.
c: Thrown projectile. Something that is thrown right at an enemy but doesn't explode.
d: Thrown explosive. Grenades, pipe bombs or any other explosive that is armed and thrown.
e: Placed explosive. Any explosive that is set up and placed.
f: Vehicle. Drivable or flyable vehicles.
g: Structure. Different structures or add ons for structures.
h: Structure reinforcement. These provide some sort of reinforcement or help to structures such as bases.
i: Package: These items, when opened, will reveal a set of items for you to use.
j: Misc item: items that don't really fit into any catagory.
2: Item propperties.
a: Homing. The item automatically moves towards the target.
b: Shootable. The item can be shot while still out in the open.
c: Motion triggered. An item that starts a process when someone steps within its sensor range.
d: Timed. An item that starts a process as soon as it is used and finishes after a certain length of time.
e: Stunning. While this item is active, the user is stunned and unable to do anything.
f: Debuffing. The target of the item receives a penalty this being poison, slower walking speed or other bad affects.
g: Remotely activated. Items that must be activated by the user by another item after being placed.
h: Sticky. The item in question gets stuck to a surface, structure, or player when its target is aquired.
i: Flammable: The item can cause a structure or player it hits to catch fire and start burning.
3: The items themselves.
a: ammo, beneficial item. When you pick this up you will randomly receive ammo for one of your starting weapons. The amount of ammo varries from weapon to weapon, for example the machine gun ammo pick ups can give you as much as 80 ammo, while rocket launcher ammo usually only gives you from 1 to about 10. If you buy ammo from the black market using a base, it will come in boxes which will require you to open them. When you do, the ammo will be added to your weapons as normal. Please note that the base machinegun ammo drum is used for the machinegun that comes with a team base.
b: extra health, beneficial item. This can be collected in two ways, extra health which is an instant health boost or stored health, an item in the inventory which can give you a health boost when you need it. One of these items can give you anywhere from about 70 to 110 health.
c: stored quad, buf. This quad damage can be activated at any time, and it gives you a 30 second status effect which makes all your starting weapons and all damaging items do four times normal damage.
d: grenades, thrown explosive. Probably the simplest of all the damaging items. Simply press enter on one in your inventory and it will be throan straight forward. if it hits a player, it will damage that player. Strangely, unlike grenade launcher grenades, these grenades don't go through shields which is kind of meh, but that's just me.
e: mines, placed explosive, motion triggered, timed. When you place a mine, it will always be placed one foot north of your position. Remember this when walking away from it, as it is very possible to get exploded by your own mine! They don't make any noise, and as soon as someone steps on it it will detonate and damage the player. Mines explode after a while regardless if someone steps on it or not.
f: timebombs, placed explosive, timed. Timebombs are placed at your current location and will detonate as soon as the timer runs out. The timer is audible, but get away from it as fast as you can, as this explosion does not differenciate between friend or foe!
I: programmable timebomb, placed explosive, timed. This variation of the timebomb can be programmed to go off at a certain time. Simply select the programmable timebomb item from your inventory, input the time in seconds, then it will appear in your inventory as timebomb 60 for instance. Then just place the bomb, and set your stopwatch for the boom.
g: motion bombs, placed explosive, timed, motion triggered. As soon as a motion bomb is placed, it will start counting down for 15 seconds. After the countdown is complete, if there is something within 15 feat of the bomb, it will explode after a three second timer. 
h: pipe bombs, thrown explosive, timed. Pipe bombs are armed and throan. They have quite a lot of throw range. 3 seconds after they land they will explode, damaging anyone near them.
i: small projectiles. These projectiles are launched and home in on the nearest player. They can't go through shields but they do good damage if they hit someone. Note: Small projectiles can be shot down. They will run out of fuel and fall to the ground if they are active for too long. There are several of these.
I: Small projectile, homing, shootable. This projectile simply does damage to the person it hits.
II: Poisoned small projectile, homing, debuffing, shootable. This version of the small projectile poisons the target like a poison dart would.
III: Tasing small projectile, homing, debuffing, shootable. This version of the small projectile stuns the target for 10 seconds much like a taser would.
IV: tasing poisoned small projectile, homing, debuffing, shootable. This version of the small projectile poisons the target as well as stunning it for 10 seconds.
j: claymores, placed explosive, remotely activated: Claymores are set up and they will remain untill you set them off or you die. When you die, all claymores are cleared. To detonate a claymore, simply use a claymore remote, which is another item. The remote will detonate one claymore per use, starting from the first placed to the newest. A claymore has a range of 35 feat in any direction so make sure you're far away from it before detonating. Note: If you pick up a claymore remote and you already have one in your inventory, it will be replaced by a claymore instead.
k: item grabbers, stunning. Warning! Item grabbers are very loud. They are pressurized, which takes a long time then fired, transporting a great many items to your location. While the item grabber pressurizes, you will be stunned and unable to do anything. When you use an item grabber, the entire server will be notified so expect people to come after you unless you are well guarded, too far away to be worth the risk, or are invisible. Watch out, however, that noone can stumble over your grabber by accident. Invisibility doesn't protect you against players randomly finding you in the middle of nowhere.
l: robots, stunning, homing, shootable. Robots can be launched. While you are giving orders to it, you will be stunned and unable to do anything. The robot will run to the nearest player it finds and will start shooting them, with horrible accuracy, if I say so myself. Robots can be destroyed by shooting at them. I hope it goes without saying that cyanide or poison does not effect them in any way, shape or form. Note: Robots have a battery life of five minutes, after which they will simply die. When you launch a robot, the entire server will be notified.
m: bullet bombs, placed explosive, stunning, shootable. When you use a bullet bomb, you will spend some time placing it, mixing chemmacles and programming the bullet bomb's detonator. To detonate the bullet bomb, shoot it with a long ranged weapon and it will explode. They start with 500 health and can set off chain reactions if placed close enough together. they have a short explosion radius but usually one-hit kill anyone who is too close, unless they have a lot of health. Note: Bullet bomb locators can be used to find any bullet bombs you may have placed. Bullet bombs do not get wiped if you die. If you receive a bullet bomb locator and you already have one, it will be replaced by a bullet bomb instead. Bullet bomb locators also tell you about bullet bombs that other team members have placed, if there are any.
n: poison darts, thrown projectile, debuffing. They are throan straight in front of you and who ever they hit will be poisoned. The poison can be cured by poison drinks, which also give you some health. Poison will go away after you die, you cure it, or it leaves your system. Poison darts are blocked by shields. A poison drink gives you around 300 to 500 health.
o: sticky bombs, thrown explosive, sticky, timed. A sticky bomb is throan straight in front and will hit the next person close enough. From what I've observed, they don't have a lot of range, but they will explode on the person they are on after five seconds, unless that person jumps around enough to throw it off, and then they still have an explosion radius of 7 tiles. Their damage isn't too good though.
p: shields, beneficial item. When you equip a shield, you will randomly gain between one and 15 shielded shots. When you have shielded shots, you will be safe from all starting weapon hits except rockets, grenade launcher grenades and the effects of sianide. You are also safe from grenades, robot shots, projectiles and poison darts. Different weapons take off different amounts of shielded shots.
q: invisibility shields, buf. When using one of these it will make you invisible for 30 seconds which will hide you from the p key  as well as player tracking. 
r: Suicide bombs, placed explosive, timed. Suicide bombs go off almost right after you've placed them, and will cause 1000 damage to anyone near it. Because of the short time it takes to explode, there's no hope of yourself getting away. To prevent suicide bombs from being overused, the more suicide bombs you use, the more health it will take away from you, reguardless of shields. This insures you don't go around one shot killing newbies with suicide bombs.
s: Fireballs, thrown projectile, homing, flammable. When you throw a fireball and it hits a player, it will keep following that player until the player dies, they throw water over themselves or the fireball goes out. They go through shields and hp quite quickly and the only way to get rid of them is to use water to put them out. If no player is at the location you threw the fireball, it will have a chance to catch the area on fire when thrown, if someone happens to walk through it they could burn. Fireballs can also be collected in boxes which give you around 10 at once.
t: Gas masks, buf. A gas mask can protect you from the effects of sianide as long as it contains air to breathe. If you have a gas mask on sianide pistols and cyanide canisters won't have any affect on  you. If you already have a gas mask, any other gas masks you collect will give you an air tank instead. Note that wearing a gas mask without any air supply will proove fatal.
u: Air tanks, beneficial item. Air tanks are used to get breathable air for your gas masks. One air tank gives you around 40 to 70 stored air.
v: Mass bombs, placed explosive, timed. Mass bombs deal a huge amount of damage to anyone in the area, and placing them is relativly quiet compared to most other placed explosives. Their range is quite high so the best use for them is to place them during a loud fight or robot battle.
w: Antibiotics, beneficial item. Antibiotics can give you from 300 up to 2000 health, over a time period of about 45 seconds.
x: Antibiotic darts, thrown projectile, beneficial item. These can be used to heal people on your team, they won't work on anyone else. They have the same effect as antibiotics have.
y: Candy, buf. Candies provide you with a boost of speed that works when running, and jumping, for 30 seconds. You can only use one of these at once.
z: Rocket batteries, stunning. A rocket battery takes around three seconds to power up, then it will launch five rockets. One back, one left, one right, and two in front.
AA: Throwing stars, thrown projectile. These throwing stars are quite straightforward. Simply throw them at an enemy, and hope you're accurate enough to hit them. These throwing stars can also be collected in volleys which can give you around 12 of them at once. They do very massive damage to someone with out shields, however using them on a player with shields is nearly pointless.
AB: Bases, structure. Please see relevant section.
AC: Food, beneficial item. Food can restore some health when eaten, however you are also able to die of starvation if you don't eat enough food and you are part of a team which owns a base. Luckaly, food is one of the most commun items in the game, so if you just use it every time you get it you should be fine. If you have access to a base computer, you can also buy food in packs. Food can also be looted as cold food, though if you keep it in your inventory too long without coolers it will turn into regular food.
AD: Wood, structure reinforcement. Wood is used to add health to bases. Wood can also be collected in packs that give you around 15 at once.
AE: Gas cans, structure reinforcement. Gas cans must be used to power a base's generator. They add about five minutes of runtime to the base. When a gas can is used, it will be replaced by an empty gas can, which can be used to sifen gas out of your or enemy bases. 
AF: Barricade bombs, placed explosive, motion triggered, stunning, timed. A barricade bomb takes a very long time to place. However this is made up for by some great advantages. Once one of them is placed, they will amit a continuous beeping noise. If anyone not on your team gets within 15 squares of the bomb, the bomb will start a three second timer. If that timer runs out, it will explode damaging anyone in a 20 square radius. They do about 3000 to 5000 damage when they explode. If the person triggering the bomb's detonation timer steps out of sensor range, the bomb will deactivate and go back to its slow beeping. These can be used to great affect to guard towers or bases.
AG: Bomb defusers, misc item. If a bomb of any type is near the triggered coordinates of the bomb defuser, the bomb in question will deactivate. Barricade bombs are not affected.
AH: Sound grenades, thrown explosive, debuffing. A sound grenade first turns the game volume way down and then plays a very loud sound if it hits a target. The sound lasts about 10 seconds and consists of white noise mixed with a high pitched drone. They are very good for temperarily deffoning a player to place mass bombs, or other such things while the player is close, with out them running from the sound of said bomb or weapon being used.
AI: Bitcoins, beneficial item. Bitcoins can be used to buy items from the black market using a base computer. Bitcoins must be used at the location of a base computer and then scanned for them to work. Each bitcoin gives you anyware from $250 to $350 to spend.
AJ: Water, beneficial item. Water is used to put out fireballs on your person, and can also be used to put out a base fire. Simply use water outside of a burning base to extinguish it.
AK: Dynamite set, package, placed explosive, shootable: This item actually groups three items into one. When you pick up a dynamite set, you can open it and find both one dynamite and a detonator for it. To propperly set up and detonate dynamite, you must first place both the dynamite itself and the detonator. The advantage and distinction from other placed explosives here is that the two items can be placed anywhere, and as far apart as you want/need them to be and the dynamite will explode regardless. After both items are set up, shooting the detonator will cause the dynamite to explode. 
AL: Tools, structure reinforcement: Tools can be used to repair items inside the base. These items include the computer, fridge and storage. If you have access to a base computer, you can buy tool boxes which are a more powerful version of tools.
AM: Bottle bombs, Thrown explosive, timed. A bottle bomb is a more powerful version of a pipe bomb. It can fly for about 100 feat before falling to the ground and has a range of about 20 feat. One bottle bomb can do about 800 damage. If someone is running away from you at high sprint, just throw one of these and hopefully it will fly passed the player, and the player will run right into it.
AN: parachutes, buf, debuffing: While a parachute is open, you will take no damage from falls of any height. However, the downside to an open parachute is that your walking speed as well as your abillity to jump is greatly reduced.
AO: Concussive grenades, placed explosive, timed: Concussive grenades are placed and after a short timer, they go off throwing anyone in a range of 15 feat up into the air, causing fall damage when they hit the ground again. These have a dome effect. When you use one, if you are right on it's tile, you will launch quite high into the air. However if you are 5 tiles to the left of it when it explodes, you are launched not as high, but you get thrown way off to the left. You can figure out stratigies for using them on your own.
AP: Propulsion jets, vehicle. Please see vehicles section.
AQ: Bikes, vehicle. Please see vehicles section.
AR: Frequency scramblers, buf. Wen activated, a frequency scrambler hides you from robots, meaning they will not target you for 30 seconds.
AS: Lockpicks, misc item. Lockpicks can be used to gain entrance into enemy bases, allowing you to loot it, take it for yourself, lie in ambush for users, or simply destroy it from the inside. If a base door is picked, the base's owner can reset the code at the computer. To propperly use a lockpick, you must use it on a bases tile. You will hear some scraping sounds, and as soon as you hear a sharp clicking noise, press enter again to use it another time. Keep doing this until the door unlocks for one second. Warnings! If you rush the job, your hand might slip and if the base's power is on cameras may notice you. If you step away from the base's tile while still lockpicking, your efforts will be for naught and you will have to start again. 
at: Health movers, misc item, stunning: If another player is at the same position you are at, using a health mover will let you transfer health to the receiver, during which time you will not be able to move. One Health mover transfers about 2000 health, so only use them if you have a lot. For lesser amounts of health, use health pods and the give command.
au: Base fridge coolent, structure reinforcement: Coolent must be added to the fridge in order to keep food stored in it cold. When you use coolent on a fridge, the item will be replaced by a base fridge coolent extractor which can be used to sifen coolent out of your or enemy bases.
av: Base lock booster, structure reinforcement. Adding lock boosters to your base from the outside will make lockpicking take more time allowing for longer response times.
AW: Stun grenades, placed explosive, timed, debuffing. Stun grenades cause no damage and their effective range is practically nill, however if they do hit someone after the timer runs out they will be stunned for about 15 seconds.
Ax: Health pods, beneficial item. If you use an empty health pod on yourself, you will transfer some health into it. The empty health pod will become a health pod, which you can then give or send to another player. If that player uses the  health pod, they will gain the health contained inside the pod and it will turn back into an empty health pod.
Ay: Item carrying projectiles, package, homing, shootable: If an item carrying projectile is used, you will be prompted to select an item from your inventory to transfer. You can select whether the item should be deployed when reaching the ground or not, consider this a way to remotely use items like cyanide canisters on unprepared enemies. You will then enter the x, y, and z coordinates the projectile should go to, and it will attempt to go there. These projectiles can be shot down however so don't always expect the payload to reach its destination.
Az: Packs, package. Some items, like those purchased from the black market will come in packs which must be opened in order for the items to go into your inventory. You can also find empty packs which can be filled. If you use the empty pack, you will be able to put 20 items of one type into the pack. This can then be sent off with an item projectile,  given to another player, put into a base's storage or simply kept for later.
ba: Base generator boosters, structure reinforcement. Using a generator booster on a base will make its generator more efficient, it will use less gas thus giving you more runtime. One base can boost the generator ten times.
BB: Food coolers, misc item. If you have a food cooler and cold food in your inventory, cold food will not become regular food. Instead, the cooler is used to turn it back into cold food once its timer runs out.
BC: Spy cameras, misc item, remotely activated. This is a way to see what is at a different location when you are not actually there. There best use usually is to launch them with an item carying projectile, however you can simply use one to place it. Once placed, you can use a spy camera controler to connect to any cameras you have access to meaning any you have placed or that you are an owner of. Now you can do several things, such as take pictures of near by players or items in detail, use a built in stun zapper or even remotely destruct the camera. Note that these cameras can be discovered and have there origen found out. If you hear the tiny click of a camera taking a picture, you can look around, pressing the M key over and over. If you get to the camera's square and get lucky, you will expose the camera, and get information about it. Once exposed, it is a simple matter to shoot the thing and render it useless to it's placer. 
BD: battery pack, misc item. As of now, the only use of this item is to power a spy camera. If a spy camera's battery is running low, you can use a projectile to send a battery to your camera's square, then use the controler to instruct the camera to insert the battery pack. However, in future these items may have more uses. 
BE: satellite_bomb/satellite bomb remote, placed explosive, remotely activated. This is one of the better remotely activated bombs in redspot. When you get a satellite bomb, you press enter on it and you program it's launch code. Once done, you will have a new item called for example, satellite_bomb_3333. When you use this or send it on an item carying projectile, it will place that bomb with the launch code you set, in this case 3333. Then you use the remote, enter 3333 or your launch code, and every single bomb on the map with that launch code will go off at that exact same time.
BF: Ladder, structure, climbable. A ladder is, well, a ladder. Get one, then place it and climb with page up.
BG: sandbags, barrier, protection. Sandbags are an object you can place on the map that will create a barrier between you and someone else, you can use these to protect yourself from explosions, make a wall by placing sandbags next to each other maybe to stop someone from entering a specific area, they can serve many useful purposes. When you place a sandbag it creates a bag 15 tiles high. A sandbag starts with 150000 health and if hit, loses health. When the sandbags health hitts 0, the sandbag is destroyed. You can stack sanbags on top of each other but each time you stack a sandbag on top of another one that sandbag becomes more precarious decreasing it's health, trying to stack too many on top of one another will result in a collapse.
BH: Spring boots, buff. Spring boots are things that you can clamp on to your feet, and they make you jump high in to the air. Spring boots require spring coils though and if you run out, while jumping you'll break your boots and fall flat on your face.
BI: Spring coil, misc. Coils for your spring boots, if you run out then you can't use your boots anymore.
BJ: Antibiotic Canister, healing. This canister is an airborn antibiotic that can heal multiple people at the same time.
BK: Fire Bombs, explosive, fire. These flaming beauties when thrown create an intense fire that will burn people who walk through it, throw a line of them, make your self a bonfire.
BL: sm2 missiles, placed explosive, motion triggered, package. These mmisiles detinate upon player contact with a pressure plate. Obtainable with a sm2_missile_set.
BM: paintballs, debuff, when thrown, plays a constant tracking sound allowing you to know where a player is located for 15 seconds.

**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 20 feat per burst, 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: Teams
Along with bases, the team system allows players to work together in many aspects of the game. While on a team, fellow players can't kill each other.
note for legacy players: the team system is now reliant on bases, meaning if every player from a team goes offline but the base is still there, the team will not be disbanded.
To create a team, you must have at least one existing base. See corresponding section for info on this. Enter your base, then type:
/teamcreate flag password
Where flag is a 3 letter sequence that identifies your team, for example ftw.
The password is used as a security precaution that prevents unauthorized players from joining.
Note: You can change the team password at will, however the same can't be said for a flag.
Then start inviting players.
Use /teampublic to publically display your team.
If a player creates a base while on a team, it will automatically be linked to that team. Once all bases linked to a team have been destroyed, the team will be disbanded.
Use the following commands for team management.
/teamlist: Shows public teams, followed by number of kills, followed by bases
/teamleave: Leaves a team
/teamcreate <teamflag> <password>: Creates a team
/teaminvite <playername>: Sends an invetation to <playername>. This only works on players that are currently online.
/teamaccept <flag>: Accepts an invitation sent by /teaminvite
/t <message>: Sends a message only readable by team members
/teampublic: Makes your team public
/teamadmin <playername> <rank>: Sets a fellow team member as an administrator, allowing them to add and remove teammates.
1: standard member
2: administrator
/teamkick <playername>: removes a player from the team. This can only be done by the leader and admins
/teamleader <playername>: Hands off leadership from you to another teammate.
/teamdisband: Force a team to disband. Can only be used by the team leader
/teambaselink <code>: Link a base to the team. You must be inside a base. Code is said bases doorcode.
/teampassset <password>: Used by leaders to set a new team password.
/teampass <password>: Joins your team from a new location, another computer, etc using a team password set by the leader
++8: 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.
**8.2: 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.
**8.3: 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 on how alarms can be used.
none: Everything normal, no raiding parties attacking and things are generally going good.
yellow: Danger of an attack. Your hunters might have caught sight of something that may point to an attack on your base, and the defenders should be extra aware while this alarm is on.
red: Your base is under attack and there is a battle going on outside. Anyone who is not a defender or hunter position should remain inside the base for safety reasons.
blue: Infiltration. Someone has lockpicked your door and there is a possibillity of an infiltration. The base owner should be notified asap to change the code.
fire: Something flammable has hit the base and it must be evacuated and the fire put out as soon as possible. This alarm activates automatically if the base starts burning, however it can be manually toggled with f as well.
Crytical: An enemy strike has doomed the base, and it will surely be destroyed. A crytical alert means the base has been officially written off by your team, and everyone must evacuate as quickly as possible.
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. 
1: General overview, key space. This tells you whether your power is off or on, how many owners the base has and for how long the current level of gas in the generator provides you with power.
2: Location information, key c: This tells you where the base is, as well on which map it is.
3: Fridge information, key f: This tells you how much cold food and regular food is stored in the fridge and how much coolent it has. 
4: Health information, key h: This tells you how much health the base has remaining as well as the last thing that hit the base.
5: Base generator information, key g: This tells you how much gas is stored in the generator and how long this level of gas will last you.
6: Os information, key o: This tells you the current version of the computer os your base is using as well as your base ID. As the moment this information has no value, but in future memorising or writing down a base ID may be important so that bases can comunicate with each other to send money back and forth etc. You could think of a base ID as an in game IP address. 
7: Uncatagorized information, key u: This tells you various misc things such as the number of times the door was unlocked, lock boosters and generator boosters used etc.
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 arive. 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:stored_health: 10
stored_quad: 75
hand_grenade: 25
claymore: 75
mine: 5
small_projectile: 10
pipe_bomb: 50
poison_dart: 10
poison_drink: 25
invisibility_shield: 50
stat_pingger: 25
item_grabber: 120
bullet_bomb: 75
sticky_bomb: 25
poisoned_small_projectile: 50
tasing_small_projectile: 25
tasing_poisoned_small_projectile: 75
shield: 30
antibiotic: 50
rocket_battery: 50
fire_ball_box: 105
candy: 10
suicide_bomb: 150
mass_bomb: 75
air_tank: 50
gas_mask: 75
motion_bomb: 25
timebomb: 20
programmable_timebomb: 25
barricade_bomb: 75
antibiotic_dart: 50
water_pack: 10
cyanide_canister: 35
teargas_canister: 25
oxygen_canister: 5
throwing_star_volley: 105
wood_pack: 50
medal_pack: 250
gas_can: 45
food: 5
food_cooler: 3
food_pack: 100
cold_food: 10
cold_food_pack: 200
bomb_defuser: 50
lockpick: 125
tool_box: 300
tools: 125
dynamite_set: 100
bottle_bomb: 25
sound_grenade: 70
parachute: 75
propulsion_jet: 200
propulsion_jet_gas: 5
concussive_grenade: 60
item_carying_projectile: 30
empty_pack: 1
frequency_scrambler: 55
base_machinegun_ammo_drum: 250
base_lock_booster: 350
base_generator_booster: 1000
base_fridge_coolant: 100
base_fridge_coolant_extractor: 50
bitcoin: 275
health_mover: 100
empty_health_pod: 5
empty_health_pod_pack: 100
bike: 75
stun_grenade: 50
spy_camera: 100
spy_camera_controller: 20
satellite_bomb: 35
satellite_bomb_remote: 10
battery_pack: 15
sandbag: 50
ladder: 20
fire_bomb: 50
corpse_bomb: 75
sm2_missile_set: 50
spring_boots: 50
spring_coil_pack: 30
paintball_pack: 10
weapon_ak47_assault_rifle: 100
weapon_berrett_m82_sniper_rifle: 370
weapon_beretta_m1951_machine_pistol: 90
weapon_beretta_m9_pistol: 50
weapon_colt_python_revolver: 70
weapon_crossbow: 45
weapon_cyanide_pistol: 85
weapon_flameburst_mini_flame_thrower: 80
weapon_hammer: 35
weapon_knife: 10
weapon_sky_28_laser: 30
weapon_saiga_12_5_round_shotgun: 130
weapon_m1208_shotgun: 110
weapon_m16_assault_rifle: 75
weapon_m24_sniper_rifle: 120
weapon_m79_grenade_launcher: 100
weapon_modern_sub_machine_gun_carbine: 500
weapon_mp5_machine_pistol: 65
weapon_saiga_12_10_round_shotgun: 150
weapon_saiga_12_20_round_shotgun: 170
weapon_stp_s84q_automatic_suppressed_pistol: 120
weapon_s&w_model66_revolver: 90
weapon_sig_p226_combat_pistol: 175
weapon_short_sword: 35
weapon_STP21_HANDGUN: 130
weapon_studded_boots: 45
weapon_t1_rocket_launcher: 150
weapon_taser: 30
weapon_iron_shovel: 5
weapon_throwing_knives: 35
weapon_small_iron_club: 10
weapon_large_iron_club: 30
weapon_browning_high_power_BDA_handgun: 40
weapon_saiga_12_30_round_shotgun: 300
weapon_nak_nk1000_decimater: 15000
weapon_str_301_long_barreled_machine_pistol: 160
weapon_mlk_203_combat_pistol: 190
weapon_blz83_portable_machine_gun: 185
weapon_str_32_pump_action_shotgun: 75
weapon_spiked_bat: 20
weapon_mlk_207_combat_rifle: 220
ammo_9mm_bullet_pack: 10
ammo_5.56mm_bullet_pack: 15
ammo_7.62mm_bullet_pack: 20
ammo_.357_magnum_bullet_pack: 15
ammo_cannon_ball: 25
ammo_gas_pack: 10
ammo_battery_pack: 5
ammo_stp12_bullet_pack: 20
ammo_12.7mm_bullet_pack: 100
ammo_m1_rocket_pack: 10
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 aquire and how to use it.
1: 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.
**8.4: 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.
**8.5: The store
The store allows players to purchase items from the black market using bitcoins.
In order to use the store, you must first find it. this can be done by typing /storehint. You will then be provided with a hint as to the stores location, all be it not very descriptive. The following is a list of possible hints, sorted by distance.

1. You should be able to hear it
2. You are extremely close
3. You are very close
4. You are pretty close
5. You are kind of close
6. You are moderately far away
7. You are pretty far away
8. You have quite a ways to go
9. You are not even on the same map

Upon casual glance, you will see the store looks quite like a base. Like a base, it can be destroyed. When this happens it'll instantly respawn in a new location with 500000 health.
Enter the store by using yourself (pressing y) on the stores tile. The interior isn't much to speak of, just a computer and exit.
The computer is located at 5, 5. First deposit your bitcoins by pressing enter on the item on the computers tile. Once your ready to make a purchase, make sure your using yourself and press enter to sit down. Follow the instructions provided, making sure to press s to scan the bitcoins just entered.
while the store is a helpful place for buying items, its also worth noting this is not a safe zone, meaning all battle works just as well inside the store. This allows for many strategic options.
++9: Hand to hand combat.
Redspot has a pretty good hand to hand combat system when you compare it to other FPS's systems. In redspot, no more do you have fists and feet you can draw and fire with your control key. No soldier, you have the caipability to full on fight with your bodies. You can body slam, dodge, dive, disarm, grab someone and stab them in the stomach, just kick and punch, or use any number of combos.
The system works like this. To use it, you must first use your self by pressing y. Once you have done that, you can use the following keys:
1 2 and 3: light, normal, or heavy punches
4 5 and 6: light normal and heavy kicks
7: grab
8: throw
9: slam
When you use a punch or a kick or any other style of combat, it will punch or kick straight in front of you, just like you would expect. 
But then, what makes the system special is combos. Combos are where you can use multiple kicks or punches in a sequence to cause devastation for your oponent. For example, you could perform an upper cut punch by pressing keys 1 2 3 in sequence. When pressing a sequence, wait until you hear the sound of the first action being completed. For example, when pressing 1, don't start pressing 2 until you hear the punch. Then press the 2 key until you hear the punch for that key, and then switch to the 3 key. This will perform the upper cut. Also, for some combos, they rely on weapons. For example, take a sword, grab someone, and brutally, sometimes fatally stab them in the stomach!
There are many sequences and combos in redspot. You can, for example, cause massive damage to an opponent by grabbing them hard and stabbing them in the stomach with what ever sharp weapon you have drawn. Or, you can grab them and punch them in the right way to make there drawn weapon fall out of there hands. Then grab and throw them away so you can pick up the weapon.
Have fun figuring out combos!
note: Combos do go threw shields.
++10: 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.
a; Jets, item, vehicle. These were once used by soldiers to traverse the skies and deal death from above to great effect. Their weapons included small but high damage bombs that could be fired with space and harder to get but  devastating missiles used with right alt+m. However, they found little favor because of their klunky controls and limited turning capabilities. Also, some keyboards lacked a right alt key, making the firing of missiles impossible. Because of this, all jets were pulled out of circulation and their manufacturing and production was stopped entirely.
++11: Credits.
First, Huge thanks to Connor Moser for allowing me to use his audiogames.net forum article found at http://forum.audiogames.net/viewtopic.php?id=18883 for redspots main documentation. 
Also, thanks to my beta members who constantly give me feedback and suggestions to improve the game. 
And finily, thanks to the players for creating great enemies on the baddle field! 
You can contact us with the following information: 
Sam: Email: webmaster@samtupy.com
Ivan: email: ivan@ims-productions.com
To report any bug reports or in-game issues, please use the /bug command along with your feedback.