Between pressing Start in the launcher and firing your first bullet there are four screens: the world list, the lobby, the room and the match. The 2012 client explains none of them, and most players memorize the route by accident over their first week. This guide walks the road in order: what the server list shows, which channel pays a bonus, what every lobby tab does, and how invitations, friends and passwords fit into the journey to your first spawn.

The world list: your first stop

Sign in through the launcher — the same account works on the website, the launcher and the game — pick your character, and the client lands on the screen the interface calls the World List. In the Turkish client it reads Sunucu Listesi: server list. The rows on this screen are not different games or different rulesets; they are channels, doors into the same arena. Click a row and the client shows its connecting message while the handshake completes, then the lobby opens. If a channel ever reports itself full, the game asks you to select another one, and with two channels running the other row is one click away.

Two channels and the Gold bonus

Wolfory currently runs two channels, and the server sends their names to the client as plain text, so every player sees the same labels: New Players Channel and Global Channel 1. Both are open around the clock, both host the same maps, modes and room rules, and either row leads to the same lobby experience. The difference is in the rewards: match earnings on the server currently carry a twenty percent Gold bonus — the classic event bonus longtime players remember as Burning — applied automatically at the end of reward-eligible matches. Nothing to activate, no item to carry: the result record tracks your base reward and the bonus side by side. And since the bonus follows the server's channel configuration rather than your click, every rewarded match earns it at the time of writing, whichever row you picked. New accounts can start on either row; the New Players label is simply the natural first door.

The lobby, tab by tab

The lobby is home base. The room list fills most of the screen: one row per room with its title, map, mode, population and a fullness label — the client grades rooms from Suited through Smooth, Normal and Crowded to Full and Unable, and a room marked Unable takes nobody. Joining is a click; locked rooms ask for the password first, and a wrong guess bounces you back to the list. Room masters, passwords and every other creation setting have their own guide already, so this is just the door: the lobby is also where /j with a room number and password drops you straight into a closed room. Along the top sit the tabs this series has covered one by one: Inventory for your gear, Shop for new equipment, Pride for clan life. The news panel between them mirrors the update journal, so the announcements you read on the website also greet you inside the client.

Invites, messenger and quiet hours

The lobby carries its own social layer. The messenger keeps your friend list: you send a request by Call Sign, the other player has to accept it, and from then on you get a notice whenever a friend joins or leaves the game server. Game invites work from the same surface: the invite popup names the sender and shows the room number, the mode and the map, so you know exactly what you are joining before you accept. Two small boundaries are worth knowing. You cannot add friends from the world list itself — move into a lobby first. And if you prefer an uninterrupted grind, the Options menu's Others tab carries the reject toggles for friend requests, chat messages and game invites that the controls guide introduced.

From room to round

Inside a room the flow is short. Ready up — the readycheck command nudges stragglers — and when the master starts the match, the client asks you to choose the equipment set for this round and, on wolf rounds, the mutation to bring. While other players load you see the waiting message, and then the map takes over. Everything from the first mouse click to the wall run belongs to the controls guide; navigation-wise, dying returns you to the same room rather than the lobby, so a bad round never costs you your seat.

A two-minute first route

For a brand-new account the shortest good route is this. Click the New Players row and let the lobby load, then open an AI Deathmatch room to warm up — training matches award nothing, which is exactly what makes them free rehearsal. When your hands are warm, join or create a real Deathmatch room in the same lobby, play it to the end, and check /matchstatus whenever you want the match state at a glance. Collect your reward with the current bonus on top, then walk the Gold to the shop for your first permanent rifle. The road from server list to scoreboard is five minutes long; after the first lap it is muscle memory.

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