Community:Logitech101/Project Lazarus: ZOMBIES

Project Lazarus : Zombies is a cooperative shooter survival game created by and inspired by Call of Duty: Zombies. The game is a successor to his previous zombie game called Call of Robloxia: Zombies.

The objective of the game is to survive against endless waves of zombies in post-apocalyptic maps. Each new round becomes more difficult than the last round. The game ends once all players have died or gone down. When everyone has died or gone down, all players will reset and return to the lobby for 60 seconds until the next game starts.

Gameplay
Each game server holds a maximum of six players. Upon entering the game, players enter the lobby, which contains other waiting players. In the lobby, players can view their level and access the armoury. The armoury contains brief descriptions of weapons and allows the customization of guns with skins. If there's already a game in session while waiting in the lobby, players can spectate in-game players, and will automatically join when the next round starts. If a game is yet to start, players can vote on which map will be played next.

When a round starts, all players in the lobby are teleported to the map. Every player spawns with a Beretta M9 pistol. More powerful guns can be purchased from labelled signs on the map's walls (wall guns) in exchange for points. Alternatively, players can gamble 950 points at the Mystery Box to in exchange for a randomly selected gun. The mystery box gives a chance to win a wider range of guns than those available on the walls.

The Mystery Box is first available in the power room. When a player opens the Mystery Box, a jingle is played and weapons are visibly cycled through until a weapon appears alone. (This process takes 5.7 seconds.) You can either pick up this weapon or wait a few seconds for the

box to reset. You can not obtain a weapon from the Mystery Box that you already have. If the Mystery Box produces a red-glowing Joker card instead of a weapon, it teleports to a random spot on the map and the player's 950 points are refunded. There are 5 possible Mystery Box locations.

Ammunition is limited. You can replenish wall weapons by holding [F] at their corresponding sign, however, weapons found in the Mystery Box will only be replenished if a Max Ammo drop is triggered. (See below)

You only gain points by fortifying entrances, damaging and killing zombies. All players will earn points when either Carpenter or Nuclear Bomb drops are activated.

Zombies enter the facility through multiple windows and doors (entrances). You can fortify entrances manually by pressing [F]. All entrances are automatically repaired if Carpenter is triggered. It takes 3.5 seconds to fully fortify an entrance without Speed Cola equipped and 2 seconds with Speed Cola equipped.

A fully-fortified entrance has 5 planks and takes the longest time for zombies to break down.

There are 10 entrances on each floor. (20 entrances total.)

Zombies are killed either by players or by the Nuclear Bomb drop. All zombies must be killed before the next round begins. Each new round is more difficult than the last round as the number of zombies and the health of each zombie increases. The damage a zombie inflicts does not change. Players will die in 3 hits, or 5 if they have the Juggernaut perk equipped.

Headshots do significantly more damage than body shots to zombies. It is easy to land headshots since zombies only move in a straight line toward the player, and players should always aim at the head unless the situation is dire. To increase headshot accuracy, wait until the zombies get closer to aim and shoot, or approach them to get closer.

Players may spend points to clear debris blocking areas of the facility. Clearing debris opens up new areas in the facility, granting access to new wall weapons and perk machines. However, as new areas are discovered, zombies enter through new entrances in those areas. Players are initially separated by a pair of metal doors, which can only be opened by activating the power in the power room. If the players all go down on one side of the metal doors, any players on the other side of the metal doors will be physically unable to revive them. Once all the downed players have died, any zombies present on their side of the map will de-spawn and re-spawn on the other side of the map. The re-spawned zombies will proceed to break down barriers and enter the map as normal.

Players generally purchase new guns and perks to continue their survival. When a player is downed by a zombie, they can be revived by surviving players. Killed players can be located through the facility by a large tag reading [REVIVE], which becomes redder over time to signify the time remaining to revive the killed player. When a player is revived, they keep their guns and points but lose their perks. If a player is never revived, they return to the lobby, where they wait for the next round to spawn. Upon returning, these killed and never-revived players lose both their guns AND their perks, but they keep any points accumulated. They will spawn with a Beretta M9, and must quickly spend points to regain weapons and perks.

It takes about 3.75 seconds to revive a killed player without the perk Quick Revive equipped, and about 2 seconds to revive a killed player with Quick Revive equipped.

Killed players, while awaiting revival, may shoot zombies with a Beretta M9 with limited ammo or knife them while sitting down. Killed players can still move, but only very slowly. Zombies no longer target downed players.

When a round is complete, all players are granted XP. Completing higher rounds grants more XP at a time. Note: Any downed players will automatically be revived once a round is completed.

When all players are killed, with no one available to revive them, the game ends, displaying a message reading "Game Over" and "You survived x rounds."

After the "Game Over" screen, all players are reset and returned to the lobby. A 60-second countdown will appear to inform the players when the next game will commence.

It takes up to 2 hours to reach Round 23. This game requires persistence and cooperative players to reach higher waves.

Controls
Interact: [F]

Aim Down Sights: [Q ] (press) / [Right Mouse Button] (hold)

Reload: [R]

Knife: [V]

Change Weapons: [1], [2], [3], [Scroll Wheel]

Sprint: [Left Shift] (hold)

Jumping is currently not allowed.

Note: The In-Game-Controls are also present in the Games Description.

Tip You do not need to hold [F] to fortify an entrance; you just need to press [F] once and stay in the range of the entrance. You can reload, look away, and shoot in the short time the entrance is being fortified.

General Strategy
Always headshot to conserve ammo and kill zombies faster. Consult the Perks section to learn what perks to buy and in what order to buy them.

Early Rounds (1-8)
Early rounds are characterized by clearing debris, fortifying all the entrances, and frugally spending points.

Very little player cooperation and skill is required to survive the early rounds.

Helpful Tip: Let zombies fully break down entrances, kill them once they enter the facility, and immediately re-fortify the entrance to get +50 points. Repeat as new zombies arrive. Note: The game only awards a certain amount of points each round for fortifying barriers. If any barriers have been partially or fully broken, wait until the next round has started to earn points for repairing the barrier.

On Round 1, zombies die in one knife hit. On Round 2, zombies die in 2 knife hits. On Round 3, zombies die in 3 knife hits. Knife all zombies to conserve ammo in the Beretta M9 and to receive 130 points for a knife kill!

Don't buy guns or perks. Use all points to clear debris, even if you have to use your knife to finish zombies off to conserve ammo. It is hard to die in early rounds, and you should be fine using the Beretta + Knife. If you absolutely need to buy a better gun, opt for the SKS, M14, or B93 Raffica for 500 points. Note: These guns spawn either side of the facility. Familiarize yourself with which guns spawn on the side of the map you are on.

Clear debris until you reach to the power room. Activate the power by pressing [F] at the red switch in the middle of the wall opposite the caged generator. This opens up the middle doors on Floor 1, allowing the players to have full access to the whole facility. Use the points you've saved up at the Mystery Box to hopefully get one good weapon, and keep the Beretta as a secondary for now.

If you want to buy a wall weapon instead, opt for the SA-58 OSW, AN-94, TMP, or UMP 45. When you have acquired a good weapon, your next priority should be purchasing Juggernog.

If you go down during the early rounds, don't sweat it. Someone can easily revive you, and you shouldn't have too many perks to lose if any.

Middle Rounds (9-20)
When you realize that the Beretta M9 is practically useless against zombies (even with the Double-Tap perk equipped), you have reached a middle round.

Perk up. Consult the Perk Strategy section for more information.

Only buy wall weapons if you absolutely need to. You should be spending your points at the Mystery Box to get 2 (3 with Mule Kick equipped) powerful weapons. You should attempt to accumulate weapons such as the Ray Gun, Dragunov SVU, AWP, HK416, AK-47, AUG A3, SCAR-HAMR and the M249 SAW. In middle rounds, experienced players will be seen camping the Mystery Box and taking turns trying to get a good weapon. 950 points to possibly get a great weapon beats spending 1000+ on a specific wall weapon.

Try not to die. This means spraying zombies if it comes down to it and avoid getting cornered. Remember: It is always better to consume a lot of ammo rather than going down and losing any perk(s) that you may have accumulated.

Late Rounds (20+)
Late rounds are characterized by death and seemingly infinite zombies. High player cooperation, good communication between teammates and experienced players are required.

You should have good weapons and perks by now, but you should continue to use the Mystery Box if possible.

Do not go down to Floor 1 unless you need Juggernog or the Mystery Box! Floor 2 is much safer than Floor 1 for the following reasons:


 * It is much easier to shoot zombies as they ascend a staircase than descend a staircase.


 * Floor 2 is significantly bigger than Floor 1, and the entrances are far more spread out.
 * You have enough space in the upper library to run in circles and avoid zombie hits.

If you are playing with an experienced team, camp the power room.
 * The power room is very easy to defend with good players! There are only two entrances nearby, it is well-lit, and zombies can only come from a maximum of two directions. (Plus, there are two Mystery Box spawns.)

If you are playing with inexperienced or uncooperative player(s) (or it gets really difficult even with good players), you will need to rely on training. (See below)

Training Strategy
Urban Dictionary effectively defined training as "the act of letting all the zombies spawn in a wave and running laps around the map. Once all the zombies spawn you kill them and start the cycle over." This is a vital strategy that every player must know.

Basically, instead of killing zombies, run in circles around the map. The zombies will form a "train" behind you as they accumulate and chase you. If you run into any new zombies, dodge them and let them add to the train. Only shoot zombies that are blocking you from going up either staircase. Don't run too far ahead since you don't want to run into the other end of the train.

Always focus on running laps in one direction. Never turn round and go back on yourself as you will inevitably run into the horde that you were attempting to "train". After a while, every single zombie currently spawned will be on a "train" behind you. This is good because you won't run into any new ones and you can eventually turn around and headshot them, dealing penetrative damage. Note that there is a maximum number of zombies that can be on the map at one time, so when you kill the whole train new ones will spawn until all of the zombies in the round are killed.

Repeat training until the round is over, or until everyone dies. If possible, everyone should run laps in a group for safety and so that there is only one train. (If two players, each with a train behind them, run into each other, the two players will find themselves crunched behind two massive hordes of zombies and inevitably seal their fates).

Sealed Doors Strategy
No doors are opened until the power room is reached by going up the stairs, through the bathroom, and opening the bathroom-hallway door to the power room. This method requires 2750 points (1000 for stairs, 750 for bathroom, 1000 for power room door). After the power is turned on, no player opens the other door to the power room. In later rounds, the team will camp in the power room, hallway, and bathroom, and nearly all the zombies will be funnelled through the bathroom. Two or more players with advanced weapons (Ray Gun, M249 SAW/SCAR-HAMR, AK-47/HK-416, Dragunov SVU/AWP) can alternate killing the rush of zombies in the bathroom while one player mans the window next to the Bathroom entrance.

If successful, an experienced and well-communicated team can reach up to rounds 50+.

The advantage of this strategy is that the team cannot be easily surrounded by a horde of zombies and can concentrate their fire in one direction. Also, one player can always trap "Ned" (see below) near the end of the wave to allow the rest of the team to replenish weapons and perks. (If necessary)

The disadvantage of this strategy is that any uncooperative or inexperienced player(s) can open the sealed door, allowing the zombies to come from two different directions and potentially flank and overwhelm the team! Unless members of the team are able to escape and train (see above) the massive zombie horde(s), the team will eventually be swarmed by the oncoming horde(s). Once surrounded it will likely end with everyone dying and the game ending rather swiftly due to uncooperative or inexperienced player(s) completely defeating the whole point of this strategy!

"Ned"/Don't Kill the Last Zombie Mini-Strategy
In the later rounds, it is generally a good idea to kill all the zombies except the last one, which a player might trap by continually repairing a wall while the zombie ("Ned" or "Ned the Zed") tries to enter. This gives all the other teammates the opportunity to buy perks, check the Mystery Box for guns, communicate strategy, or take a restroom break. The player may call out "I got Ned!" or "Don't Kill Ned!" to indicate that the last zombie is trapped. Eventually, the final zombie is left roaming the facility, and everyone just dodges it until it is time to kill it. A team-focused player might take the zombie away from everyone else and run in circles to keep the zombie following him instead of attacking other players. Usually, this strategy is announced by someone saying, "Don't kill the last zombie." Inexperienced or uncooperative player(s) will often kill it anyway.

"Burn the box" Mini-Strategy
While a player has the last zombie under control (see "Ned"), the other players may take turns activating the Mystery Box to gain better weapons, and continuing until the Joker appears. This will cause the box to relocate, hopefully to the power room or its bathroom-adjacent hallway. Everyone will follow the Box around until they are satisfied with their weapons, and then someone will kill the final zombie. Having the box in the power room is very handy as players who have previously gone down and were never revived will be able to use the box more conveniently.

SA58 OSW Mini-Strategy
The SA58 OSW + Double Tap effectively kills zombies even past Round 20 if you don't have a better weapon. Camp the power room and purchase extra ammo for the SA58 when needed. The SA58 is located on the wall to the left of the power room facing the switch. The zombies you kill with it will make up for the points you need to spend on ammo.

Reviving Players in Late Rounds
If you go down, you better hope you have good teammates with Quick Revive equipped. While waiting to be revived, shoot or knife passing zombies to damage them. If you are revived, re-buy perks starting with Double Tap and Juggernog as soon as possible and only when it is safe to do so. Don't go rushing trying to re-accumulate perks or get the mystery box as you could be running into an approaching horde that you were completely unaware of.

If you go down and no one revives you, you will re-enter the match once the round is completed. Once respawned you will have the Beretta M9 and no perks. Desperately head to the Mystery Box if it is on the second floor. If the Mystery Box is on the first floor, stay with well equipped players until it is safe to buy guns and perks.

It is very difficult to revive players who go down in late rounds especially if you don't have Quick Revive. Your best approaches are to either spray down zombies around a downed player and hastily revive them, or form a train and run around the map once, keeping the zombies behind you and away from the downed player, to get to them.

If a different player is distracting the zombies near a downed player, take advantage of the opportunity to revive them. Protect players who are trying to revive players who are down.

Insta-Kill or Nuclear Bomb makes it easy to revive players in late rounds. Take advantage of them. If you are down while Insta-Kill is triggered, shoot or knife zombies around you to make it easier for someone to revive you.

Every man for himself. It is better to let a teammate completely die than die yourself trying to revive them in an overwhelming round. If you are down and see someone sprint directly over you, accept the fact that he can't revive you because he is running from a train of zombies and you are in a bad spot.

Points
Players receive points from fortifying entrances, damaging and killing zombies, and activating certain power-ups. Points can be spent on weapons, refilling ammo of wall weapons, perks, the Mystery Box, and clearing debris. Players starting at Round 1 or joining in at a later round will always start with 500 points. There is no upper limit for the number of points you can have at once, and you always keep your points, even if you are killed and never revived at all.

The most points you can get from killing a single zombie is 280 by knifing a zombie with Insta-Kill and Double Points active at the same time.

Entrances are fortified one plank at a time. A player can add a few planks to an entrance and leave without completely fortifying it if necessary to escape zombies.

Since you get 10 points for all non-lethal shots to zombies, one tapping a zombie in the head gives 100 points but double tapping a zombie in the head gives 110 points. In later rounds when zombies have a lot of health, you can actually receive more total points by shooting them with a weak gun in the body instead of the head so they survive more hits, but this is usually a waste of ammo and time. This tactic is not recommended as this will also increase the chances of getting yourself 'downed'.

If Nuclear Bomb or Carpenter drops are activated by any player, every player in the game receives the same amount of points. There is no need to be the first to collect the power-up.

Farming points
Note that farming points requires good cooperation between all in-game players. Exploit the mechanic that you can fortify an entrance while one or two zombies are breaking it down by spamming [F] to add one or two planks at a time. (If you just hold [F] or press [F] once, the zombie will interrupt the fortifying each time it breaks a plank.) A single, early-round zombie will not break down the entrance faster than you can add planks. Repeatedly pressing [F] results in a hypothetically infinite, but slow, sequence of +10 points. Farming points is easiest and most worthwhile in rounds 1–5.

While you farm one entrance, make sure you turn around to kill the other zombies that attack you so you don't get ambushed or outnumbered.

There seems to be a maximum for the number of points per round that you can get by doing this. (Discover?)

Perks
Players may purchase a maximum of 4 perks,  from various machines scattered across the map after the power has been activated. Perks buff the player, allowing the player to survive more difficult rounds, and remain with the player until the player is downed. When a perk is purchased from a machine, the machine will play a tune. Each perk-machine will play a different tune when purchased by a player. It takes the player 4.6 seconds to drink a corresponding bottle before the perk is active. During this time shooting, reloading and fortifying barriers are not possible.

Perk Strategy
It is unwise to load up on multiple perks during early rounds since an accidental death will erase every perk, and the player will not be able to re-purchase them easily. However, by Round 15, the player's odds of survival are greatly increased by having 4 perks, and players probably have enough points saved up to re-purchase perks if they go down and are not revived.

It is not recommended to buy Quick Revive in early rounds. It is relatively easy to revive players in early rounds without it equipped, and you are better off using that 1500 points to use the Mystery Box, buy a wall weapon, or save up for an essential perk.

Juggernog should be bought first since, without it, it is risky to buy other perks while you can die and lose the perks in just 3 hits.

Juggernog and Double Tap Root Beer are vital for prolonged survival. By dying in 5 hits instead of 3 with Juggernog equipped, a player may dodge hordes of zombies and afford extra hits inflicted by zombies as the player escapes. In later rounds, zombies have so much health that it is almost impossible, or a waste of ammo, to kill them without Double Tap Root Beer equipped.

Double Tap is the most important perk in the game. Every other perk is defensive; Double Tap is an offensive perk. This means that if you have gone down and are low on points, only buy Double Tap and stay out of zombie hordes, especially in late rounds when you have already gone down multiple times.

Speed Cola is a valuable perk in later rounds to quickly gun down zombie hordes and reload. Without Speed Cola, guns reload very slowly, and in this reloading time zombies can easily hit a player enough times to kill the player, even with Juggernog equipped.

Mule Kick allows the player to hold a third weapon, which is helpful if the first two weapons are out of ammo or need to be reloaded. Since the most powerful guns in the game are obtained from the Mystery Box, and can only be re-filled with ammo from the Max Ammo power-up, having a third weapon is recommended (but not crucial) during later rounds.

Quick Revive can be useful to quickly revive killed players and let them return to killing zombies, which lessens the pressure on surviving players. However, during later rounds there may be so many zombies that it is impossible to safely get to and revive killed players, making Quick Revive ineffective. In fact, if a player dies during a late round, they are usually doomed unless the surviving players clear the zombies, start the next round thus instantly reviving downed players, or manipulate the zombie hordes so that there are no zombies around the killed player. If a player does manipulate the hordes effectively, they will be able to revive a killed player even without Quick Revive equipped.

Power-Ups
Power-ups are glowing green orbs with a representative symbol dropped by killed zombies that grant benefits to every present player. A player must touch the orb to trigger the power-up, or it will disappear shortly. Dead players can trigger the power-up if they move toward it. Power-ups are dropped by zombies less often as the rounds progress. There are 5 power-ups in the game. Nuclear Bomb, Max Ammo, and Carpenter provide one-time, instant benefits. Insta-Kill and Double Points last for 34 seconds before deactivating. These icons will appear in the HUD (Heads-Up-Display) and will start flashing more frequently when the power-ups effective time is coming to an end.

Power-Up Strategy
When Insta-Kill is triggered, seek out hordes of zombies to massacre. Since every zombie dies in a single hit, it is significantly harder to be downed by them, and you should use the opportunity to reduce their numbers. To save ammo, you can knife them, but shooting them allows much more to be killed before Insta-Kill deactivates. Shoot far-away zombies once to get rid of them if there are no hordes nearby. If you can't find any zombies to kill, peek out entrances on the ground floor to snipe them as they spawn.

If you see Max Ammo on the ground, reload your current weapons before collecting it if there is time. Max Ammo only refills stock bullets, not the bullets in your current magazine, so reloading grants extra bullets. For example, an unloaded UMP 45 (which holds 150 stock bullets) with 10/130 bullets will be refilled to 10/150 bullets (+20 bullets), but reloading that UMP 45 to 25/115 bullets will be refilled to 25/150 bullets (+35 bullets.). In cooperative, experienced servers, you should use the chat to tell other players to reload, and they will know Max Ammo has been dropped. Wait a few seconds for everyone to reload what they can, and then collect Max Ammo before it disappears.

When Double Points is triggered, take advantage of the opportunity by hurriedly fortifying entrances or killing zombies to receive double the points. Even just shooting them, without killing them, is beneficial since damaging them still grants points.

Weapons
General weapon information can be found in the Armory of the lobby screen of the game. When discussing weapon effectiveness, assume that Double Tap Root Beer is equipped, increasing weapon effectiveness drastically.

Wall Weapons
There are 11 weapons available to buy from the wall. They are scattered throughout the facility and are considered weaker than Mystery-Box-only weapons. You can refill their ammo by holding [F] at their sign for 1/2 of the price of the gun. The AN-94 Abakan and the SA58 OSW are considered the best wall weapons and should be the only wall weapons considered to be used at Rounds 20+. The MP5 and UMP-45 at Rounds 20+ should only be considered if you are going to be holding out an area with these guns close by.

Mystery Box Weapons
Mystery Box weapons are randomly-chosen weapons only attainable from the Mystery Box for 950 points. They are usually better than wall weapons, but the Mystery Box can still produce a wall weapon.

Pack-a-Punch
The Pack-a-Punch machine is located in the storage room behind a locked door in the starting classroom area.

The Pack-a-Punch machine costs 5,000 points per use.

Once purchased, the machine will take the current weapon you are holding and proceed to 'Pack-a-Punch' it. An animation will play for 5-10 seconds showing the machine taking your weapon, pack-a-punching it and withdrawing it from the machine so the player can then reclaim their weapon. If the gun is left in the machine after 2.5 seconds, the machine will start retracting the weapon. If the weapon is left unclaimed for a further 5 seconds the machine will reclaim the weapon and the player will be unable to claim their 'Pack-a-Punched' Weapon. Once the weapon has been reclaimed, the flag will lower back down and the machine will reset in around 2 seconds. Once the Machine has been reset, players will be able to use it again.

Once a gun is Pack-a-Punched, the weapon will proceed to have increased damage output, a faster fire rate, increased magazine and ammo capacity and also a special ability, which varies with each weapon. Most guns have a black tint, while the gun's grip and stock will glow red. Also, on some guns the magazine will glow red as well. When firing, the muzzle flash and bullets tracers will also glow red. Some guns like the 'Call of the Void' will retain the black tint but the grip will glow purple instead of red.

If the Pack-a-Punched weapon is a wall weapon, the player is able to purchase upgraded ammo for 4,500 points.

Accessing the Pack-a-Punch Machine
To access the room, the player must retrieve a small silver key from the power room by interacting with it. Once the key has been taken, the player will be able to interact with the storage room door, unlocking it to reveal the un-activated Pack-a-Punch machine within. It does not necessarily need to be the same player who took the key to unlock the door.

Activating the Pack-a-Punch Machine
To activate the Pack-a-Punch machine, the player will need to start the Harvester canister that is connected to the machine by interacting with it. It is located on the shelf beside the Pack-a-Punch machine. A sound effect will be heard and the canister will emit a faint red glow to indicate that it is active. Note that the Harvester requires the power to be turned on before it can be used.

Once the Harvester is active, the player will need to kill zombies near the Harvester to start filling it up with Essence. The corpses of zombies will emit a particle effect on death to indicate that their Essence is being harvested. Hovering over the Harvester will show the exact percentage filled. The Harvester's range extends to cover the classroom starting area and most of the lower library area. Any zombies killed out of this range will not contribute to the percentage gained.

At 100% Essence, the canister will emit another sound cue, indicating the completion of the harvest. The Pack-a-Punch will then be powered and ready to be used.

Pack-a-Punch Effects
After Pack-a-Punching a weapon, various effects are added which buff the weapon even further.

The table below shows the name of each weapon buff, which weapon the buff is associated and what effect it has on each of the 'Pack-a-Punched' Weapons.

In-Game Weapons Effectiveness
Effectiveness in Early Rounds is based on how quickly zombies can be killed and your weapon reloaded, without the Double Tap Root Beer or Speed Cola perks.

Effectiveness in Middle Rounds assumes that you have the Double Tap Root Beer perk, and your weapon's increased damage from it.

Effectiveness in Late Rounds assumes Double Tap Root Beer and Speed Cola, your weapon's strong damage and ability to quickly reload to kill wave after wave of the zombies.

Double Tap Root Beer increases the effectiveness of all the weapons, but should be combined with stronger weapons for maximum survivability (i.e. Double Tap Root Beer and Glock 17 is NOT an effective endgame combination). Even if you use the best weapons after Round 20, without Double Tap Root Beer, it is highly likely that you will be overwhelmed by zombies.

The table below lists the weapons that can be found in the Mystery Box, and how effective they are. Note: The calculations of "until:x" are based on the number of zombies that can be killed with a single magazine before reloading. If the number of zombies killed per magazine reload is less than ~4, weapon is deemed ineffective. Only use ineffective weapons if you have nothing else at your disposal.

Submachine Guns
Below is a table of the damage that all submachine guns do to zombies per round. The following is conducted during solo-play, but the results are accurate. All the submachine guns do the same amount of damage, their only difference is their ROF and availability/accessibility in the early rounds. All values exclude Double Tap Root Beer. 2/5 = 2 head shots / 5 body shots.

(**) = Normal automatic ROF ~ 600 Rounds Per Minute.

(***) = High automatic ROF ~ 800+ Rounds Per Minute.

Assault Rifles
Assault Rifles are best classified by their ROF, damage output, and magazine capacity.

The SKS and the M14 are both semi-auto, do identical damage, and both have 8 round magazines. These rifles are considered to being the weakest in their class. This is due to them being weapons available from the start.

The SL9SD is also a semi-auto but does comparable damage to the M16A4, making it the most effective semi-auto assault rifle. It has a 20-round magazine.

The AN-94 fires a two-round burst, and the M16A4 fires a three-round burst. The M16A4 does slightly more damage per burst (due to an extra round being fired per burst) but the AN-94 does more overall damage per magazine due to it being able to fire more bursts per magazine (15 vs 10). They both have 30 round magazines.

The F2000 and the AUG A3 both have high automatic ROF, both have 30 round magazines, though the AUG A3 does slightly more damage and holds a significantly larger ammo reserve. (270 vs 150)

The AK-47 and the HK416 are considered the strongest Assault Rifles. They both have normal automatic ROF, and both do equal damage. Note: The HK416 has better accuracy than the AK-47, due to it having less vertical climb during shooting. Both one hit kill on a headshot until Round 12 (with Double-Tap equipped). They both have 30 round magazines and 270 reserve bullets. For late game survival, having one or both of these weapons is highly recommended.

Light Machine Guns
Similar to the Assault Rifles, the Light Machine Guns are classified by their ROF, damage output, magazine capacity, and reload time. All the descriptions listed assume the player has Double Tap Root Beer and Speed Cola perks.

The SA58 OSW has a normal automatic ROF, does equal damage to an AK47 or HK416, has a 20-round magazine, and normal reload. This is considered a strong late round weapon but due to its small magazine capacity, you will have to reload the gun often. The advantage of having this gun is due to it being a wall weapon. If you run out of ammo, you can simply replenish your ammo by walking up to where you originally purchased the weapon.

The SCAR-HAMR has a high automatic ROF, does comparable damage to the UMP45, has 125 round magazine, and a slow reload. Even though the damage output of the SCAR-HAMR is average, it is considered a great late round option due to its best in class magazine capacity. Overall, however it will deal considerably less damage per magazine compared to the M249 SAW.

The M249 SAW has a high automatic ROF, does equal damage to an AK47 or HK416, has a 100-round magazine, and the slowest reload. Having the M249 SAW during late rounds is highly recommended due to its high damage output and its huge ammo capacity which allows it to obliterate hordes with ease. However, due to its slow reload (even with Speed Cola), you will need to time your reloads. If there is no zombie approaching for approximately the next 5 seconds it should be safe to reload. If a zombie horde is close you will need to switch weapons as the zombies will likely down you before you are able to reload the M249 SAW. Having another powerful weapon is highly recommended as you will be able to switch to it significantly quicker than reloading the M249 SAW.

Sniper Rifles
Sniper Rifles are best classified by their massive damage output and penetration capabilities.

The Dragunov SVU is a semi-auto rifle. It is considered the weakest out of the two snipers, but makes up for it by possessing a much higher fire rate (due to it being a semi-auto rather than a bolt-action rifle) and double the ammo per magazine. It holds 10 rounds per magazine.

The AWP is a bolt-action rifle. It is the considered the strongest out of the two snipers. This rifle is able to take out up to 3 zombies if you line them up correctly before shooting and aim for their heads. It holds 5 rounds per magazine.

Wonder Weapons
The Ray Gun is currently the only wonder weapon in the game but is a very strong weapon throughout the early and middle rounds. However, in rounds 20+ it takes two shots to kill a zombie. It does splash damage though, so it makes up by wasting away zombies. Due to the splash damage, it kill multiple zombies that are close enough to each other and while Insta-Kill is active. It has a 20-round magazine, and holds an ammo reserve of 160 rounds.

In-Game Weapons
Note: Not all guns are present in this gallery due to the way guns are shown in-game. Some guns are unable to be screenshotted without having sections of the menu present in the screenshot. Hopefully, this will be rectified in a later revision of the game.

Zombies per Round
The table below shows how many zombies spawn in a full lobby of six players. Note The table in its current state is incomplete.

Health Increments
By testing the number of knife hits it takes to kill a zombie of a specific round number, it is possible to estimate how much the health of zombies increases per round. For each (a, b) pair, a represents the round number and b represents the number of knife hits it takes to kill a zombie. (Incomplete. Please test it out and add more pairs.)

(1, 1), (2, 2), (3, 3), (4, 3), (5, 4), (6, 5), (7, 5), (8, 6)

Weapon-wise, the zombie health increments are somewhat inconsistent. All values listed exclude Double Tap Root Beer.

Submachine guns (TMP, AS-VAL, MP5, UMP, P90) all do the same damage per headshot. For the pair (a / b / c) a represents the round and b represents the number of headshots needed to kill a zombie, and c represents body shots needed to kill a zombie.

(1 / null / null), (2 / 1 / 3), (3 / 1 / 4), (4 / 2 / 5), (5 / 2 / 6), (6 / 2 / 7), (7 / 2 / 8), (8 / 3 / 8)

Comparing these values to the SKS/M14, the results are oddly different.

(1 / 1 / 2), (2 / 1 / 2), (3 / 2 / 3), (4 / 2 / 4), (5 / 2 / 5), (6 / 3 / 5), (7 / 3 / 6), (8 / 3 / 7), (9 / 4 / 8), (10 / 4 / 9), (11 / 5 / 10)

The bold entries are verified for all the weapons, but are consistently unusual. The Submachine guns appear to do more headshot damage, and less body shot damage, while the SKS/M14 do less headshot damage and more body shot damage.

Keep in mind that all the submachine guns do equal amounts of damage, and the SKS and M14 also do the same damage as each other, but it is the zombies who increase their health by an unknown value, and it appears those values differ for the head vs the body, or that submachine guns have a larger headshot multiplier than the SKS/M14.

Zombies per Round (Solo)
By soloing to Round 30 and recording the number of zombies, it can be determined that the number of zombies increase with more players in-game. For example, when soloing, round 1 is ALWAYS 6 zombies, compared to the normal 14 above. The table below lists the number of zombies per round if you are soloing. Also, the rate of increase also does not follow a set pattern (i.e. 2, 4, 6, 8) but there are more zombies present in each round.

The table below shows how many zombies (up to round 30) spawn when playing solo.


 * Note: The Nuclear Bomb power-up kills every zombie currently alive in the round but does NOT record them as player kills. Consequently, the numbers listed above are likely smaller than the actual number of zombies per round.

Player Levels and XP
You can level up by gaining XP. Levels only indicate experience and skill of the player. A highly skilled player will likely be of a high level. Levels and XP provide no additional in-game benefits.

The table below shows when XP is granted to the player.

Note: You can only receive a maximum of 500 XP by reviving players per round. In other words, after you revive a player twice or revive two players, you will not receive anymore XP for reviving downed players. If possible, you should still attempt to revive them.

The table below shows the different titles you are given after reaching certain ranks.

Graduation
Graduation is the name of the map where the game takes place. It is the first map in Project Lazarus.

The map takes place in an unnamed Japanese high school after the initial zombie outbreak.

Overview
Graduation contains many relevant rooms that are commonly found in schools, including classrooms, a library, and a nurse's office.

The map is relatively close quarters. Narrow school hallways and tight staircases connect the different rooms.

Graduation has two spawn areas, which are separated by an electric door. This door can only be opened by activating the power switch.

Areas
When the game begins, the players will be evenly spawned into one of the two starting areas where they are separated by the electric door. If there are only two players, they will be spawned together instead.

The power switch is located in the power room, along with the Mystery Box.

Nurse's Office Starting Area
The nurse's office starting area is the spawn location on the left side of the map. It consists of the nurse's office, a rest area with vending machines, a section of the ground floor hallway, and a staircase leading to the second floor.

The Juggernog machine is located in this area and can be found in the vending machine room. This area contains two wall weapons and has four barriers.

There is a Mystery Box spawn in the vending machine room with the Juggernog machine.


 * Weapons Available


 * Ranger - 500 points
 * SKS - 500 points


 * Perk Machines


 * Juggernog - 2500 points


 * Connections


 * Upstairs Classroom Area - 1000 points
 * Classroom Starting Area - Blocked by electric door

Upstairs Classroom Area
The upstairs classroom area is the next area on the left side of the map. It consists of a classroom and an open corridor that overlooks the main courtyard.

The Double Tap Root Beer machine is located in this area and can be found at the end of the corridor. This area contains one wall weapon and has three barriers.

There is a Mystery Box spawn in the hallway, directly in front of the staircase.


 * Weapons Available


 * KEDR-B - 1000 points


 * Perk Machines


 * Double Tap Root Beer - 2000 points


 * Connections


 * Bathrooms Area - 750 points
 * Classroom Starting Area - 1000 points

Bathrooms Area
The bathroom area is the last area on the left side of the map. It consists of a set of male and female bathrooms and a corridor that leads to the power room.

This area contains two wall weapons and has one barrier.

There is a Mystery Box spawn in the hallway to the power room.


 * Weapons Available


 * UMP45 - 1000 points
 * AN-94 Abakan - 1200 points


 * Connections


 * Power Room - 1000 points
 * Upstairs Classroom Area - 750 points

Classroom Starting Area
The classroom starting area is the spawn location on the right side of the map. It consists of a classroom, a small room facing the school courtyard, and a section of the ground floor hallway leading to the lower library area. The back of the classroom has a door leading to the janitor's room.

The Quick Revive machine is located in this area and can be found in hallway. This area contains two wall weapons and has three barriers.


 * Weapons Available


 * B93 Raffica - 500 points
 * M14 - 500 points


 * Perk Machines


 * Quick Revive - 1500 points


 * Connections


 * Lower Library Area - 750 points
 * Janitor's Room - Blocked by locked door
 * Nurse's Office Starting Area - Blocked by electric door

Lower Library Area
The lower library area is the next location on the right side of the map. It is the first floor of the school library. There is a staircase that connects to the upper library area.

This area contains one wall weapon and has three barriers.

There is a Mystery Box spawn next to the staircase.


 * Weapons Available


 * TMP - 1000 points


 * Connections


 * Upper Library Area - 1000 points
 * Classroom Starting Area - 750 points

Upper Library Area
The upper library area is on the right side of the map. It is the second floor of the school library with a balcony overlooking the courtyard. The library exit leads to the upstairs vending area.

The Mule Kick machine is located in this area and can be found in the back. This area contains one wall weapon and has three barriers.


 * Weapons Available


 * MP5 - 1000 points


 * Perk Machines


 * Mule Kick - 4000 points


 * Connections


 * Upstairs Vending Area - 750 points
 * Lower Library Area - 1000 points

Upstairs Vending Area
The upstairs vending area is on the right side of the map. It is a small rest area with vending machines.

The Speed Cola machine is located in this area near the vending machines. This area contains one wall weapon and one barrier.


 * Weapons Available


 * Remington 870 - 1500 points


 * Perk Machines


 * Speed Cola - 3000 points


 * Connections


 * Upstairs Corridor Area - 750 points
 * Upper Library Area - 750 points

Upstairs Corridor Area
The upstairs corridor area is the last location on right side of the map. It contains an open corridor that overlooks the main courtyard and leads to the power room.

This area contains one wall weapon and one barrier.


 * Weapons Available


 * SA58 OSW - 1500 points


 * Connections


 * Power Room Area - 1000 points
 * Upstairs Vending Area - 750 points

Power Room
The power room area is on the opposite end of the building from the starting areas. It contains an electrical generator.

The power switch is located in this area, along with the starting spot of the Mystery Box. The key to the janitor's room can also be found in this room. This area contains one barrier.


 * Other


 * Power Switch


 * Connections


 * Bathrooms Area - 1000 points
 * Upstairs Corridor Area - 1000 points

Janitor's Room
The janitor's room is located in the back of the classroom starting area. It is a very small room that requires a key to unlock.

The Pack-a-Punch machine is located in this room.


 * Other


 * Pack-a-Punch machine - 5000 points


 * Connections


 * Classroom Starting Area - Blocked by locked door.



Research
Research is the second map in Project Lazarus.

The map takes place in an unnamed research facility in Shenzhen, China.

Overview
The Research map is roughly separated into three sections, divided by long corridors. The first being the starting room offices and main lobby of the facility. A security hallway takes the player to the second section, a large testing chamber where a central teleporter and its controls are located. The third section is the labs area that can be accessed by a decontamination corridor from the testing chamber.

The map features teleporters that allow the player to quickly traverse between the different sections of the map once the power has turned on, albeit unpredictably. There are three main teleporters, one in each section of the map. These teleporters take the player between the three sections at random.

Areas
When the game begins, the players will be spawned into the office starting area.

Office Starting Area
The office starting area is initial spawn location for the players. It consists of a main lounge area and a staircase up to a conference room.

The Quick Revive machine is located in this area. There is also a teleporter set up in middle of the lounge area. This area contains three wall weapons and has seven barriers.

There is a Mystery Box spawn under the staircase.


 * Weapons Available


 * B93 Raffica - 500 points
 * Ranger - 500 points
 * M14 - 500 points


 * Perk Machines


 * Quick Revive - 1500 points


 * Connections


 * Office Lobby Area - 750 points

Office Lobby Area
Opening the doors in the starting area for 750 points leads to the office lobby. It consists of a counter, waiting areas, and a large sculpture in the center.

The Speed Cola machine is located in this area. This area contains a wall weapon and has four barriers.

There is a Mystery Box spawn near the counter.


 * Weapons Available


 * KEDR-B - 1000 points


 * Perk Machines


 * Speed Cola - 3000 points


 * Connections


 * Security Hallway - 1000 points
 * Office Lobby Area

Security Hallway
To access the security hallway, the player must removing the debris in the office lobby area for 1000 points. Operating the security hallway doors require the player to interact with the panels on either side, costing 250 points to get across. Opening the door from the outside will cost 100 points instead.


 * Connections


 * Top Testing Chamber Area
 * Office Lobby Area

Top Testing Chamber Area
The security hallway takes the player to the top testing chamber area. It consists of a control room with a balcony on the left and a control room across a catwalk on the right.

The Double Tap Root Beer machine is located in this area left of the entrance. The Mule Kick machine is located on the control room on the left. This area contains two wall weapon and has six barriers.


 * Weapons Available


 * JS 9 - 1000 points
 * MP5 - 1000 points


 * Perk Machines


 * Double Tap Root Beer - 2000 points
 * Mule Kick - 4000 points


 * Connections


 * Bottom Testing Chamber Area - 1250 points
 * Security Hallway

Bottom Testing Chamber Area
Removing the debris in the top testing chamber area for 1250 points opens up the bottom area of the testing chamber.

The Juggernog machine is located in this area. There is also a large teleporter set up in the center. This area contains a wall weapons and has six barriers.

There is a Mystery Box spawn inside a storage room.


 * Weapons Available


 * Remington 870 - 1500 points


 * Perk Machines


 * Juggernog - 2500 points


 * Connections


 * Decontamination Corridor - 1000 points
 * Top Testing Chamber Area

Decontamination Corridor
To access the decontamination corridor, the player must removing the debris in the bottom testing chamber area for 1250 points. Operating the decontamination doors require the player to interact with the panels on either side, similarly to the security hallway. Each trip costs 250 points to get across. Opening the door from the outside will cost 100 points instead.


 * Connections


 * Labs Area
 * Bottom Testing Chamber Area

Labs Area
The decontamination corridor leads to the labs area.

This area contains several rooms that potentially contain the initial Mystery Box spawn. Players can look through the windows of the chemistry lab and the bio lab to see if the Mystery Box is inside before purchasing the door.

This area contains two wall weapon and has eight barriers.

There is also a teleporter set up in the center room, along with the power switch.

Four smaller lab teleporters are also located in the corners of this area. These lab teleporters take the player randomly between teleporters within the lab.


 * Weapons Available


 * AN-94 Abakan - 1200 points
 * SA58 OSW - 1500 points


 * Other


 * Power Switch


 * Connections


 * Chemistry Lab - 1250 points
 * Specimen Room - 1250 points
 * Bio Lab - 1250 points
 * Decontamination Corridor

Chemistry Lab
A room within the lab area. The player can pay 1250 points to open both doors. The room contains beakers along with other chemistry related items on the counter.

This room contains a single barrier.

There is a Mystery Box spawn within the room.


 * Connections


 * Lab Area

Specimen Room
A room within the lab area. The player can pay 1250 points to open all three doors. The room contains a large glass tank containing plant life along with a small storage area.

There is a Mystery Box spawn within the storage area.


 * Connections


 * Lab Area

Bio Room
A room within the lab area that costs 1250 points to access. The room contains operating tables for dissection.

There is a Mystery Box spawn behind a whiteboard.


 * Connections


 * Lab Area

Pack-a-Punch Room
The Pack-a-Punch room is hidden behind the staircase of the testing chamber.

The Pack-a-Punch machine is located in this room, along with a small teleporter.

This room contains two barriers.

Diverting power by interacting with all four consoles in the testing chamber will temporarily link all teleporters on the map to the Pack-a-Punch room and power the Pack-a-Punch machine for 75 seconds.


 * Other


 * Pack-a-Punch machine - 5000 points


 * Connections


 * Bottom Testing Chamber Area - Blocked by hidden staircase door.

Purgatory
The Purgatory is a grey barren location that acts as the lobby of the game. Dead players waiting to spawn are trapped here, encased by the mist. If players try to walk around they will end up in the same place as it is an endless loop. While the players are in the Purgatory there are three available options.

Spectating
Basically the first option available is to spectate other players and check out how they are going through until the next round begins or until the other players die.

Armory
The second option available is Armory which allows players to customize their Camouflages only for now.

Map Voting
After the game is over, you can vote for next map in the new Map Update by pressing over one of the maps with your mouse.

Once you vote over a map it will be highlighted in red and you can't "unvote". If votes are tied or no one chooses to vote, a random map will be picked.

Common Mistakes

 * 1) Getting cornered. This is the easiest and most common way to die. Only stay in the same place for a short time. Don't back up into a wall while shooting zombies. Run laps around the map. The safest places to be are the power room and the upper library. Corners and under staircases may look like safe places to be at first, but they are not.
 * 2) Not dodging zombies. It isn't always best or possible to kill every zombie in sight. To dodge zombies, face them and run sharply right or left toward a wall. The zombies will pathfind in that direction, and the other side will open up. Sharply turn to the other wall and run past the zombie(s) when it opens up. If there is a horde, look for holes or do some fancy dodging. Dodging is an acquired skill that can get you out of a tough spot.
 * 3) Refusing to spend ammo. It is important to conserve ammo, but if you are overwhelmed, feel free to spray zombies down. It is better to use a lot of ammo quickly than go down.
 * 4) Attempting to revive downed player(s) at higher waves. Attempting to revive downed player(s) at higher waves can be extremely risky (especially if they are on the ground floor) and can easily get yourself cornered and downed. Only attempt to revive if you have Quick Revive and you have a long enough window between the downed player and the next approaching zombie horde. If Insta-Kill is active and you have teammates covering you while you are reviving a player or a Nuclear Bomb has recently been triggered, you can safely revive nearby downed players. Remember: Every man for himself on higher waves!
 * 5) Joining a server at a late round and shooting zombies with ineffect. If you join a game at Round 10 or later, the Beretta M9 will basically have no effect, so run to the majority of your team and stay near them, as they will have better weapons and perks and will be able to shield you from the zombie hordes. If possible, purchase the M14 or SKS since both of these weapons will have a high enough damage output to pick off zombies that your teammates are already shooting. Repair entrances and use these guns to build-up enough points to buy either the AN-94, SA58-OSW (as these guns have the best damage output out of all the purchasable wall weapons) or use the Mystery Box if it is nearby. After this your priority is to get important perks such as Juggernog, Double Tap and Speed Cola, as these perks are vital for late-game survival.
 * 6) Equipping a good weapon in your third weapon slot with Mule Kick equipped. If you die and lose your perks, the third weapon will disappear since you no longer have Mule Kick and can only hold 2 weapons again. Keep your best two guns, especially the Ray Gun, in Slots 1 and 2 just in case. Since you can't move guns between slots, be careful when buying weapons! Buying a weapon as you hold a gun will replace that gun with the gun you just bought. Buying any gun right after equipping Mule Kick will automatically place it in Slot 3 no matter what gun you are holding. Pro Tip: If you want to use the Mystery Box after buying Mule Kick, buy a cheap wall gun to fill Slot 3 (preferably one of the wall guns at spawn as they are the cheapest), and then use the Box so if a good gun appears, you can equip it in Slot 1 or 2.
 * 7) Wasting Ammo while Insta-Kill is active. When Insta-Kill is active you should prioritize using your knife as zombies are a one-hit kill. You should only use your guns if there is a horde of zombies in front of you and/or you're fleeing from a horde behind you as well, or if you are about to get cornered or are attempting to revive downed player(s) that are nearby. Using Insta-Kill effectively can conserve you a lot of ammo.
 * 8) Attempting to revive AFK player(s). In higher rounds, reviving players is risky enough. If you are certain a player is AFK and has gone down, you shouldn't even consider to revive these players as they are not contributing to the team. Only attempt to revive them if you are 100% certain that it is safe to do so and want to obtain the 250 XP given. Remember: Surviving higher rounds will grant far more XP then reviving someone who isn't contributing.
 * 9) Wasting points on the random box before getting important perks. When opening up the power room you should use the box at a maximum of two times to acquire a decent enough weapon. If you can't acquire a decent weapon, purchase a wall gun such as the SA58-OSW or the AN-94 and prioritize getting important perks. E.g. Jugg, Double-Tap and Speed-Cola. Once you have these perks you can then go back and try your luck with the box. If you are fortunate enough to acquire a good enough weapon, you should prioritize getting important perks anyway as they are vital for late-round survival.
 * 10) Attempting to reload instead of switching weapons when about to be overwhelmed/cornered by zombies. If you are about to get overwhelmed or cornered by zombies, it is far better to switch weapons and spray zombies down then attempt reload the weapon you are currently holding. If you are cornered by a large enough horde, they can easily down you before you have reloaded even if you have the Speed-Cola perk active. Remember: Switching weapons is always faster than reloading.
 * 11) Having your gun pointed in the right direction when ascending/descending a staircase. When either ascending or descending a staircase, it's usually good practice to have your weapon pointed in the direction you want to go. For example, if you are getting chased by a horde and need to use a staircase to create distance from you and the horde, it is best to have your gun pointed up if you're ascending the staircase and have your gun pointed down if you descending a staircase. It is a good idea to practice this tactic as staircases are one of the most likely places for you to get cornered by zombies. If you have your gun pointed in the right direction, you can easily kill the few zombies ascending/descending the staircase that have the potential to stop you from escaping the massive horde that you were fleeing from.

Tips and Tricks

 * 1) You can snipe zombies spawning in the courtyard from the second level balconies.
 * 2) Despite the prompt "Hold F to Rebuild Barrier," you do not need to hold [F]: you just need to press [F] once and stay close to the entrance. Pressing instead of holding [F] allows you to reload, look around, and shoot while fortifying.
 * 3) When downed, you can move very slowly towards surviving players. You can move much faster while downed by letting zombies run into you while going the same way the zombies are going. This trick lets them push you towards the other surviving players.
 * 4) Bullets penetrate zombies but cause less damage with each zombie penetrated. Take advantage of this by lining zombies up and then headshotting all of them at once. High-damaging guns such as the AWP and the Dragunov SVU can kill multiple zombies if you line them up correctly and aim for their heads.
 * 5) If you walk in a straight line in the lobby, you will eventually return to where you started.
 * 6) During higher rounds always try to stay with the rest of your team as you have a greater chance of surviving. It is also best to hold out an area such as the power room (most recommended area as it is the easiest to defend), the upstairs library, or the Mystery Box spawn on Floor 2 by the Double Tap Machine.
 * 7) Never attempt to revive AFK player(s), as they aren't contributing. Only attempt to revive if they communcate via in-game chat or start moving around. Note: They usually leave the server.
 * 8) When a zombie is descending a staircase it is better to wait till it reaches the ground floor as landing a headshot will be easier. Especially if the gun you are currently holding requires multiple headshots to kill.
 * 9) Staying clear of inexperienced players in later rounds is highly recommended as they will tend to wander off on their own accord, will go down regularly, won't be familiar with the in-game controls, refuse to follow any instructions or acknowledge any tips that you give to them or even worse they will bring a whole horde of zombies towards the other surviving players while not shooting at them, acting completely oblivious to the fact, that there is a horde only meters behind them.
 * 10) When you have multiple players hogging the box, repeatedly pressing [F] will increase your chances of getting it.

Easter Eggs
On a bench behind the Speed Cola machine, there is a black-and-white Video Tape. Look at it and press [F] to collect it. It will not prompt you to press [F], but it will notify you that you collected it with a gentle "click" sound. There is another Video Tape by the Double Tap Root Beer machine in the room opposite the bathroom, in a corner on a little bookstand. Press [F] to collect the Video Tape.

When both Video Tapes have been collected, the song Punish or Pardon - When Something is Gone will be played for the whole server to hear. Note: This Easter Egg can only be activated once per game.

Current Version
Project Lazarus: Crossbow Update v1.0b, this is the current build of the game. Below you will find the changelog which will show what has been introduced in the latest version of the game. Note: The changelog will show what has changed for the current update only, any previous updates will not be covered here. The changelog can also be found on the Official Discord for Project Lazarus. (See above)

Crossbow Update v1.0

[NEW] Crossbow

- A ballistic crossbow firing heavy tungsten bolts.

- Crossbow added to the Mystery Box

[NEW] M16 Expansion

- Weapon pack game pass featuring M16/AR-15 derivatives.

- M4 SOPMOD II (assault rifle) - R0635 (submachine gun)

- MSSR (sniper rifle)

P90

- Cleaned up reload animation.

- New empty reload animation (applies to initial equip animation as well).

- Updated reload animation

Mystery Box

- The Mystery Box no longer contains wall guns.

- Remington 870 and SA58 OSW taken out of the Mystery Box.

Security

- Updated code for improved game security.

- Added some security measures

Movement

- Updated code for tracking movement to be cleaner and more accurate. Updates to sprint code. Weapon bloom now tied to actual player movement instead of WASD keys. Changes shouldn’t effect anything unless you use the arrow keys for some reason. Small bug fix.

- Rewrote code for directional movement speed.

- Rewrote sprint code to be based on movement direction.

- Rewrote hip fire spread bloom to be based on actual player movement instead of WASD keys.

- Fixed a small bug where looking straight down or up would cause incorrect movement calculations.

Research

- Small typo fix.

- Fixed a bug where the debris incorrectly gave the “open door” prompt instead of “clear debris”

Bug Fixes

- Fixed a bug where bullets and projectiles would phase through the heads of other players

- Fixed a bug that caused other player’s base Carl-Gustaf M2 explosions to not appear

- Fixed a small bug that caused the PaP DP-27 module to sometimes break

- Fixed a bug where the injured bloody screen effect would get stuck in some rare circumstances

- Fixed a visual bug with the map voting UI where the numbers would sometimes display incorrectly

Crossbow Update v1.0a

Security

- Fixed an issue that caused the PaP Desert Eagle to be flagged as exploiting.

Crossbow Update v1.0b

Security

- Small code update that fixed some bugs.

Known Glitches

 * 1) Zombie(s) getting stuck in windows/doors while trying to enter the facility. Zombie(s) will occasionally get stuck in the windows/doors when attempting to vault through. Shooting at the stuck zombie(s) behind the barrier or repairing the barrier will free the zombie that is stuck and allow it and any other zombies behind to enter the facility or attempt to break down the barrier again. However, you can use this glitch to your advantage as no zombies will be able to enter the facility through the windows/doors. Due to the game in its current state, it only allows one zombie to climb through a window at a time, due to the game believing that the stuck zombie is in the process of entering the facility, thus not allowing any other zombies to enter and trapping any zombies behind that are trying to enter through the window/doors. They will however, occasionally be able to free themselves on their own but only if player(s) get close enough to the zombies that the route they are pathfinding has changed.
 * 2) Knifing Zombies that are close to the player will on occasion knife the zombie behind, rather than the zombie that is currently the closest to the player. If Zombies are close enough together, when knifing them, occasionally you will knife the zombie behind instead of the one that is right in front of you. Backing away a bit further will solve this and allow you to knife the zombie that is closest to the player and posing the biggest threat. Note: Be highly aware of this glitch! As it can catch inexperienced players off guard.
 * 3) Zombies Knifed/Shot at when Insta-Kill is active will occasionally take more than one knife/shot to kill. Occasionally when Insta-Kill is active Zombies won't die after being knifed/shot and will require being knifed/shot multiple times before dying. This glitch seems to occur due to server lag.
 * 4) Power-ups will appear as they normally do but will have no green aura around them, not allowing the player to pick them up. This glitch is very rare! Power-Up icons will appear as they are supposed to but will have no green glow around them. When they are in this state they are unable to be picked-up, as the player's character will just walk through them. There isn't a known way to make these glitched power-ups disappear. Currently, it is unknown what causes this glitch.
 * 5) Zombies will occasionally fall over when spawning in. Zombies will occasionally fall over when spawning in. This isn't a game-breaking glitch, as the zombie(s) will stand back up after a few seconds. After standing back up, they will continue to either break down the barrier(s) or enter the map via the windows/doors (if the barrier(s) are unrepaired).
 * 6) Zombies will cease to move for a few seconds. Occasionally, Zombies will cease to move for a few seconds and will then continue to move around like they are supposed to. This glitch also seems to occur due to server lag. Note: This glitch seems to occur more regularly in higher waves, due to the larger amount of zombies present in the map.
 * 7) The game is prone to varying amounts of server lag. Unfortunately, due to the game being in an early state of development, the game is highly prone to varying degrees of server lag (although this could be issues with Roblox's servers). Fortunately, most of the time, the amount of server lag you will encounter is usually small and won't affect your gameplay that often. However, in some cases there can be a huge spike that can last for 5 seconds or longer. If any significant amount of zombies are nearby to you when this degree of lag spike occurs, you will most likely be down once the lag spike has concluded quickly.
 * 8) Inability to Knife Zombie(s) that are breaking down barrier(s) with Insta-Kill active. Occasionally, with Insta-Kill active you will be unable to knife the zombie that is in the process of breaking down barrier(s). Unfortunately, you will have to wait until the zombie has fully broken down the barrier and attempting to enter the facility for you to be able to knife it.

Upcoming Updates
This section explains what the developer is currently working on and what could possibly be added to the game at some point in the future.
 * 1) Camos (this is currently in the testing progress, nothing is final). A Selection of Camos appear in the current build. More Camos could be introduced in a later build.
 * 2) Lootboxes. There is an option that is already on the main menu screen but is blanked out. Currently lootboxes aren't available in the game as of the current build.
 * 3) More Mystery Box Weapons. More weapons could possibly be added to the mystery box when a newer build of the game is released.
 * 4) Modifications on Weapons. These are currently absent as of the current build. If modifications are added in, they could introduce attachments such as; different sights, grips for guns, extended magazines, etc.
 * 5) Bug and glitch fixes. Consult to the Known Glitches section (See above) for more details about the current known glitches. Hopefully, some of these will be fixed in a later build.
 * 6) In-game Controls menu. The controls of the game are already listed in the game's description but a dedicated controls section integrated into the games main menu screen would be a welcomed addition and could help inexperienced players.
 * 7) A new "Call of Robloxia Zombies' Reimagined" map has been teased several times in the Discord. It is expected to include Pack-A-Punch, grenades, knives, new perks, weapons, buildables, wonder weapons, etc. (We know this because Logitech himself has stated he wanted a map, whilst indicating it was the Call of Robloxia Zombies map.)

Similar Games
This section is here to showcase games on Roblox that are of a similar genre.
 * 1) MMC Zombies Project (with Gamepad Support)
 * 2) Quantum (Alpha)

Fandom Wiki
This wiki is designed to be laid out in a more simpler and easier to read format. Due to the simpler format, only the basics are covered here. For a more in depth and complex overview of the game, covered on a various numbers of pages, visit the Project Lazarus wiki.

Trivia

 * The game's like-to-dislike ratio is 280K–12K, giving it a 95% rating.
 * The game surpassed ten million visits on May 29, 2019.