Pre-Release Guide
Trick Shot has not run live yet. This guide is built from game code analysis ahead of release. The fixed numbers — stage costs, bullet counts, star thresholds, stage rewards, the shooting rules, the Tactical Equipment costs and the milestone ladders — are locked in the game files and unlikely to change. The Energy Drink regen cap, the event calendar, the ranking rewards, the pack contents and the real drop odds are not in the game files and can only be confirmed once the event runs.
Anything estimated is marked as an estimate. We will update this guide with field-tested numbers after the first run.

01. Event Overview
Trick Shot looks like a skill event, but it is an economy event. A failed attempt costs nothing, a retry is instant, and the smallest win pays the full stage reward. The one thing you cannot retry is the Energy Drink you spent to open a stage — and the price of a stage goes up 35× from the first stage to the last.
Brooke stands in a fixed spot in each stage with 5 bullets. You hold to aim, slide to set the direction and release to fire. Bullets ricochet off walls. Kill every enemy before you run out of ammo and you win. The event runs for 3 days and needs a Chief's Office at Lvl 7 or higher.
| Tab | What it does | Paid with |
|---|---|---|
| Normal Stages | 5 chapters of 16 stages (1-1 to 5-16), opened in order | Energy Drinks |
| Advanced Stages | EX-1 to EX-10, opened in any order after you win 2-1 | Entry Permits |
| Game Changer | 21-level pass that levels up as you spend Energy Drinks | Free track + 2 paid tiers |
| Clue Compendium | 30-clue collection; one clue drops on each first clear | Clue Fragments |
| Support Pack | Paid packs, shown one at a time | Cash |
💡 The Whole Event In One Line
Open as many stages as your Energy Drinks allow, win each one once at any star count, and put every Entry Permit and Tactical Kit where it pays most. Everything else is free practice.
02. Stage Costs
Chapters 1–2 and the first half of Chapter 3 are cheap; everything after 3-8 is a wall. Stages 1-1 to 3-8 cost 40 Energy Drinks at the start and rise by 4 per stage, to 196. At 3-9 the price jumps to 220 and then rises by 30 per stage, to 1,390 at 5-16. The first 40 stages cost 4,720 Energy Drinks in total. The last 40 cost 32,200 — 87% of the 36,920 needed to open every Normal stage.
The rewards do not keep up. Tactical Kits per stage stop at 1,400 from Chapter 4 on, so the Kits you get for each Energy Drink fall from about 5 in Chapters 1–3 to about 1 at the end of Chapter 5. You pay only once per stage: the cost unlocks the stage, and every attempt after that is free.
| Chapter | Cost per stage | Chapter cost | Running total | Kits per Energy |
|---|---|---|---|---|
| Chapter 1 | 40 → 100 | 1,120 | 1,120 | 5.0 |
| Chapter 2 | 104 → 164 | 2,144 | 3,264 | 5.6 |
| Chapter 3 | 168 → 196, then 220 → 430 | 4,056 | 7,320 | 4.5 |
| Chapter 4 | 460 → 910 | 10,960 | 18,280 | 2.0 |
| Chapter 5 | 940 → 1,390 | 18,640 | 36,920 | 1.2 |
How Far A Budget Goes
The table below matches Energy Drink budgets to the last Normal stage you can open. The budgets are estimates (see section 06): they assume the stated 20 Energy Drinks every 30 minutes, no regen cap, and a full 3 days.
| Player | Energy (est.) | Last stage |
|---|---|---|
| Free, no Tactical Vest | ~4,620 | 3-7 |
| Free, if an 800 starting stock is granted | ~5,420 | 3-10 |
| Free, Vest Lvl 10 all event, + 800 start | ~6,860 | 3-14 |
| Free + both paid pass tiers (10 per box) | ~9,720 | 4-4 |
| Free + both paid pass tiers (20 per box) | ~14,820 | 4-12 |
The Action Supply Box in the paid tiers says it gives 20 Energy Drinks, but its odds window shows 10. Both rows are shown until the first run settles it.
⭐ Set A Realistic Target
A free player should plan to finish Chapter 2, win 2-1 early for the Advanced area, and push into the middle of Chapter 3. No spending level in the game data reaches 5-16 without large Support Pack purchases, so do not plan around a full clear.
03. Stars and Retries
Stars do not change your rewards. Every stage pays one fixed reward on its first win, and a 1-star win pays it all. Stars feed the Stage Ranking (the ranking column is labeled "Stars"), but the game files do not include any ranking rewards. Until the first run shows that the ranking pays, 3-starring is for pride and practice only.
Stars count only the bullets you have left when the stage ends. Each stage gives you 5 bullets.
| Stages | 3★ | 2★ | 1★ |
|---|---|---|---|
| 86 stages (all others) | 1 shot | 2–3 shots | 4–5 shots |
| 1-5, 4-9, 4-11, 5-12 | 1–2 shots | 3–4 shots | 5 shots |
- ▸A loss costs nothing. Retry, reset and exit are all free. Only items you fired are gone.
- ▸Replays are free forever. Any stage you opened can be played again with no Energy Drinks, won or not.
- ▸The glowing bullets are the 3-star line. The ammo bar lights up the bullets you must keep.
- ▸A shot in the air still counts. The stage waits for every bullet to land before it calls a loss, so your last bullet can still win.
- ▸Replaying a won stage pays nothing. The game says so on the result screen.
Police Tape Skips
One Police Tape skips the Normal stage you are stuck on. You get no reward, no star and no clue, but the next stage becomes available to open. The skipped stage stays playable, so you can come back later. You cannot skip Advanced stages or 5-16.
🚫 Never Skip 2-1
The Advanced area opens only when you actually win Normal stage 2-1. A skipped 2-1 opens 2-2 but keeps every Advanced stage locked. Since retries are free, there is no reason to skip any stage that you can still solve.
04. Shooting Mechanics
The aim line lies by leaving things out. It is a straight line of fixed length that passes through walls and never shows a bounce. Your bullet does not stop where the line crosses a wall — it ricochets, and you have to plan every ricochet yourself.
🔫 The Bullet
- ▸6 bounces, so 7 straight legs, then it stops.
- ▸Perfect mirror bounce with no speed loss and no random spread.
- ▸Passes through enemies. One bullet can kill a whole line.
- ▸Every hit kills. No headshots, no armor, no partial damage.
- ▸Triangle bricks are 45°. A flat shot into one leaves straight up or down.
Explosions
- ▸Full damage to everything in the radius, edge or center.
- ▸Blasts go through walls. An enemy behind a brick is not safe.
- ▸Kegs chain. A keg inside a blast explodes too.
- ▸A shot keg still bounces the bullet, so one bullet can blow a keg and keep going.
- ▸Kegs explode when they land after a drop of one brick height or more.
Bullets also push loose objects: free boxes, balls and walls hung on a nail. In the later chapters some of these objects can crush an enemy, and an enemy that falls about four of its own heights dies from the landing. You are never in danger yourself, and no current stage has hostages to protect.
You can have more than one bullet in the air (there is a half-second between shots). The simulation runs on your frame rate, so on stages with loose objects the same shot can play out a little differently. If a physics shot nearly works, fire it again before you change the angle.
Stage Item Tactics — Members Only
Signup to unlock this content.
⭐ Items Are Scarce
A free player who reaches about 4,200 Support Progress gets roughly 5 SMGs, 5 Flashbangs, 4 Spare Ammo and 2 Police Tapes from the milestones, plus 1 Police Tape per day from the login task. Save them for stages you truly cannot solve after many free retries, never for stars.
05. Advanced Stages
Advanced stages open in any order — so open EX-6 to EX-10 first. Each one costs a single Entry Permit, and the game does not make you go in order. The last five pay three times the Diamonds and twice the hero fragments of the first five, for the same permit.
| Stages | Tactical Kits | Diamonds | Legendary Universal Hero Fragment | Chief Eqpt. Materials Chest |
|---|---|---|---|---|
| EX-1 to EX-5 (each) | 1,200 | 1,000 | 1 | 2 |
| EX-6 to EX-10 (each) | 1,200 | 3,000 | 2 | 5 |
The Advanced area opens after you win Normal stage 2-1 (the 17th stage, 1,224 Energy Drinks in total). Advanced stages use the same 5 bullets and the same star rules. They give no Support Progress, but they do drop a clue on the first clear.
Entry Permit Sources
- ▸Daily task: 1 per day for spending 600 Energy Drinks on stage unlocks that day.
- ▸Game Changer pass: 1 on the free track, 1 on Tactical Support, 1 on Elite Support.
- ▸Support Pack: listed as a source; the pack contents are not in the game files.
👑 Permit Math
A free player should get about 4 permits (3 daily tasks + 1 free pass). Spent on EX-6 to EX-9, that is 12,000 Diamonds and 8 Legendary Universal Hero Fragments. Spent on EX-1 to EX-4, it is 4,000 Diamonds and 4 fragments. Stuck on a high EX stage? Retries are free — keep playing it instead of spending the next permit on an easier one.
06. Energy Drinks

Spend at least 600 Energy Drinks every day of the event. The top daily task pays an Entry Permit for 600 spent that day, and it resets at 00:00 Server Time. If you save your Energy Drinks for one big day, you get one permit instead of three — and at EX-6 and above, each missed permit is 3,000 Diamonds. The game files also do not show a regen cap, so a full stock can stop refilling without warning.
| Source | Amount | 3-day total (est.) |
|---|---|---|
| Regen | 20 every 30 min (+1 per Tactical Vest level) | 2,880 – 4,320 |
| Daily login task | 200 + 1 Police Tape per day | 600 |
| Game Changer free track | Pass Lvl 4, 8, 12, 16, 20 | 1,140 |
| Starting stock | Possibly 800 (unconfirmed) | 0 – 800 |
Action Supply Box | 20 or 10 each; paid pass tiers only | — |
The 30-minute interval comes from the item text. Regen totals assume no cap and the full 72 hours.
Daily Tasks
Five of the six daily tasks count Energy Drinks spent on stage unlocks that day: 40, 100, 200, 400 and 600. One button claims every finished task.
| Task | Reward |
|---|---|
| Log in | 200 Energy Drinks, 1 Police Tape |
| Spend 40 | 1 Adv. Bulletproof Fibers, 1 5K Hero EXP, 2 5-Min Speedups, 10 10K Resource Supply Chests |
| Spend 100 | 1 Adv. Bulletproof Fibers, 2 5K Hero EXP, 2 5-Min Speedups, 20 10K Resource Supply Chests |
| Spend 200 | 1 Adv. Bulletproof Fibers, 3 5K Hero EXP, 4 5-Min Speedups, 40 10K Resource Supply Chests |
| Spend 400 | 1 Adv. Bulletproof Fibers, 5 10K Hero EXP, 4 5-Min Speedups, 50 10K Resource Supply Chests |
| Spend 600 | 1 Entry Permit, 1 Hero Eqpt. Chest, 2 Adv. Bulletproof Fibers, 100 10K Resource Supply Chests |
🚫 Use Them Or Lose Them
Energy Drinks are cleared when the event ends, and unclaimed Energy Drinks from the pass are not mailed to you afterward. Spend every one before the timer runs out.
07. Game Changer Pass
The free track gives back 63% of your first 1,805 Energy Drinks. The pass says you earn 2 points for each Energy Drink you spend. At that rate, the five Energy Drink rewards on the free track (1,140 in total) arrive by pass Lvl 20, which is 1,805 Energy Drinks spent. Claim each one the moment it unlocks — it goes straight into the next stage.
| Pass level | Points | Energy spent (est.) | Energy Drinks back |
|---|---|---|---|
| Lvl 4 | 330 | 165 | 120 |
| Lvl 8 | 910 | 455 | 160 |
| Lvl 12 | 1,650 | 825 | 300 |
| Lvl 16 | 2,550 | 1,275 | 200 |
| Lvl 20 | 3,610 | 1,805 | 360 |
| Lvl 21 (max) | 3,900 | 1,950 | — |
The 2-points rate is from the pass description. The "Energy spent" column is an estimate until the first run confirms it.
After Lvl 21, every extra 500 points pays a bonus supply of 100 Diamonds and a 1-Hr Universal Speedup, with no limit. A free player who spends about 4,600 Energy Drinks earns about 9,200 points — roughly 10 bonus supplies, or 1,000 Diamonds.
🆓 Free Track Highlights
1,140 Energy Drinks, 11 1-Hr Speedups, 5 Epic Universal Hero Fragments, 2,000 Diamonds, 2 each of the Legendary Patrol and Deployment Skill Books, 1 Legendary Recruitment and 1 Entry Permit.
💳 Paid Tiers
Tactical Support: 170 Action Supply Boxes, 4 Legendary Universal Hero Fragments, 1 Entry Permit and more. Elite Support (needs Tactical Support first): 340 boxes, 7 Legendary Recruitments, 1 Entry Permit and more. Prices are not in the game files.
08. Tactical Equipment
| Equipment | Effect per level | At Lvl 10 |
|---|---|---|
Tactical Vest | +5% Energy Drink regen (+1 per tick) | 30 per tick |
Walkie-Talkie | +5% Support Progress from stage rewards | +50% |
Tactical Flashlight | +2 Clue Fragments when a stage drops a clue | +20 |
The Vest effect is confirmed in the game code. The Walkie-Talkie and Flashlight effects come from their descriptions only.
Tactical Equipment Purchase Strategy — Members Only
Signup to unlock this content.
Support Progress
Every first clear of a Normal stage adds 100 Support Progress (Advanced stages add none). That is 8,000 for all 80 stages, but the milestones go up to 11,300. Without the Walkie-Talkie, the last nine milestones cannot be reached. Most milestones pay stage items; the ones worth planning for are below. Tap any ready box to claim every ready milestone at once.
| Progress | Reward | Base clears needed |
|---|---|---|
| 2,000 | 2 Advanced Bulletproof Fibers | 20 |
| 3,800 | 1,000 Diamonds | 38 |
| 5,300 | 2,000 Reinforced Metal | 53 |
| 6,500 | 2 Legendary Recruitments | 65 |
| 8,100 | 20 Tactical Gel | Walkie-Talkie only |
| 9,700 | 10 Classified Schematics | Walkie-Talkie only |
| 11,300 | 5 Chief Eqpt. Materials Chests | Walkie-Talkie only |
Estimate: if the Walkie-Talkie adds its full percentage to each clear, 44 clears at +50% reach 6,600 and the Legendary Recruitments. The bonus only counts on clears made after the upgrade.
09. Clue Compendium
The Clue Compendium is the event's collection tab. You fill a theme book with clues, and each clue adds stars toward milestone rewards. It has two tabs: Theme Overview shows the book and the milestones, and Clue Search spends 10 Clue Fragments for one random clue or item.
The Compendium is worth 9,450 Diamonds, but the top milestone needs almost every clue. The first theme, Street Security, has 30 clues worth 65 stars in total. The last milestone asks for 60 of those 65 stars, so you can miss at most one 5-star clue. Clues give no stat bonuses; they are a reward track only.
One random clue drops the first time you clear any stage, Normal or Advanced. Each clue also pays 10 (1-star) to 50 (5-star) Diamonds, which you claim by opening the clue's card in the theme book. Collect all 30 for the theme reward: 5 Legendary Universal Hero Fragments and 3,000 Diamonds.

The 30 Clues
★★★★★ 5-star
Encrypted Phone
Criminal Ledger
★★★★ 4-star
Bloodstained Bat
Empty Magazine
Forged Document
★★★ 3-star
Lockpicking Tools
Spray Paint Can
Recon Map
Large Amount of Cash
Oily Gloves
★★ 2-star
Empty Glass Bottle
Motorcycle Key
Thick Leather Boots
Broken Sunglasses
Baseball Cap
Medical Bandages
Black Leather Gloves
Shopping Receipt
★ 1-star
Bill Splitter
Fast Food Bag
Half-Smoked Cigarette
Old Lighter
Discarded Spray Paint Can
Six-sided Dice
Paintbrush
Battery
Medicine Bottle
Baseball
Marker
Leftover Tape
| Stars | Reward | Stars | Reward |
|---|---|---|---|
| 5 | 100 Diamonds | 35 | 200 Diamonds, 5 1-Hr Speedups |
| 10 | 100 Diamonds, 10 5-Min Speedups | 40 | 1,000 Diamonds, 3 Hardened Steel |
| 15 | 100 Diamonds, 20 5-Min Speedups | 45 | 300 Diamonds, 5 Legendary Patrol Skill Books |
| 20 | 1,000 Diamonds, 5 Hero Eqpt. Chests | 50 | 300 Diamonds, 5 Legendary Deployment Skill Books |
| 25 | 200 Diamonds, 3 1-Hr Speedups | 55 | 300 Diamonds, 10 Advanced Bulletproof Fibers |
| 30 | 200 Diamonds, 4 1-Hr Speedups | 60 | 2,000 Diamonds, 5 Hardened Steel |
Clue Drop Projection — Members Only
Signup to unlock this content.
Clue Search
One search costs 10 Clue Fragments. A duplicate clue turns into fragments based on its stars (the game data suggests 3 for a 1-star clue up to 15 for a 5-star clue, unconfirmed). That is far short of one search per duplicate, so the Tactical Flashlight — up to +20 fragments per stage clue — is the only large fragment source a free player has.
| Search result | Shown odds |
|---|---|
| Any clue | 49.9% |
| Each 5-star / 4-star / 3-star clue | 0.5% / 0.8% / 0.9% |
| Each 2-star / 1-star clue | 1.5% / 2.5% |
| 20 10K Resources Supply Chests | 30.0% |
| 5 1-Hr Universal Speedups | 15.0% |
| Legendary Patrol or Deployment Skill Book | 2.3% each |
| Legendary Universal Hero Fragment | 0.5% |
These are the odds the game shows. No pity counter appears anywhere in the game data.
✓ Fragments Carry Over
The Compendium rules say Clue Fragments stay after the event ends. There is no deadline to search, so a small stock can wait for the next event. The rules only mention fragments; whether owned clues also carry over is unconfirmed.
10. Common Mistakes
- ▸ Burning an SMG or Flashbang for a third star. Stars pay nothing. Items are for stages you cannot win.
- ▸ Skipping 2-1 with Police Tape. A skipped 2-1 keeps the whole Advanced area locked. Win it.
- ▸ Opening EX-1 first. Advanced stages open in any order. EX-6 to EX-10 pay 3× the Diamonds for the same permit.
- ▸ Saving Energy Drinks for one big day. The 600-spend task pays a permit each day, and a regen cap may exist. Spend daily.
- ▸ Trusting the aim line. It goes straight through walls and never shows the bounce.
- ▸ Tactical Equipment Purchase Strategy — Members Only
- ▸ Leaving pass Energy Drinks unclaimed. They are not mailed after the event, and every one is part of a stage.
TL;DR — The Quick Hits
- 1. Energy Drinks decide how far you get; your aim only decides how long it takes.
- 2. You pay once to open a stage. Losses, retries and replays are free.
- 3. A 1-star win pays the full reward. Stars only feed the ranking.
- 4. Costs jump at 3-9: the last 40 stages are 87% of the total. Free players stop around 3-7 to 3-14.
- 5. Win 2-1 early — never skip it. That opens the Advanced area.
- 6. Spend Entry Permits on EX-6 to EX-10 first: 3,000 Diamonds and 2 Legendary fragments each.
- 7. Spend 600 Energy Drinks every day for the daily Entry Permit.
- 8. Claim pass Energy Drinks right away; the free track returns 1,140 of your first 1,805.
- 9. Tactical Equipment Purchase Strategy — Members Only
- 10. The aim line shows no bounce. Bullets bounce 6 times, lose no speed and pass through enemies.
- 11. Explosions do full damage through walls, and kegs chain.
- 12. Stage Item Tactics — Members Only
- 13. Open each new clue card to claim its Diamonds; the 20- and 40-star milestones pay 1,000 Diamonds each.
- 14. Clue Fragments carry over to the next event.

Action Supply Box
Tactical Vest
Walkie-Talkie
Tactical Flashlight