Zombies

Zombies are the player's main adversary throughout the game. The player must get past them by any means necessary and will try to kill the player every run the player make. Zombies will grab the player if the player makes direct contact in the right direction with them. The player then can use the F300 Carbine's bayonet, get saved by an ally, get saved by either the German Shepard or Doberman and Pup, or use a knife (ranked in descending order of priority). Zombies have health ranging from 1-102,400 and can either laze about, amble slowly, do a variety of running, and attempt to "sneak" on some levels.

## Zombie Health

Zombies have health that doubles per two levels, with the exception of armored zombies and the first 4 levels.

#### Hazmat Suit Zombie

≤4 health

Found in select levels, and can be in those levels despite its rating.

#### Straggler 1 and 2

10 health

Found in 1+ levels. Can be found in all event difficulties.

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#### Straggler 3 and 4

20 health

Found in 2+/3+ levels, respectively

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#### Locals 1 and 2.

40 health

Found in 3+ levels

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#### Local 3

80 health

Found in 4+ levels

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#### Local 4

160 health

Sparse in 5, common in 6+ levels

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#### Local 5

320 health

Sparse in 7, common in 8+ levels

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#### Military Zombie

384 health. 3,840 with armor

Shows in levels with at or less than 11 level rating. Frequent at any difficulty in the Divided side story.

#### Brick 1

640 health

Sparse in 9, common in 10+ levels. Can be found on apocalypse difficulty on earlier levels.

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#### Brick 2

1,280 health

Sparse in 11, common in 12+. Can be found on apocalypse difficulty on earlier levels.

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#### Brick 3

2,560 health

Sparse in 13, common in 14+. Common in the earlier part of the apocalypse difficulty.

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#### SWAT Zombie

2,560 health. 25,600 with armor.

Shows in 12+ difficulty and may be frequent in nightmare difficulties.

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#### Brick 4

5,120 health

Sparse in 15, common in 16+. Consistently found in apocalypse difficulty. Most weapons should at least have enough damage to one-shot this one.

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#### Brick 4 (aka Stabbed Convict)

10,240 health

Sparse in 17, common in 18+. Consistently appears in the later half of apocalypse; decently infrequent in the first half and not found in levels 2-3 (unless Hunter's Call is used.)

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#### EOD Zombie

10,240 health. 102,400 health with armor (practically unkillable).

Appears in 17+ levels and can be a serious menace in events, with hordes of them, along with Lumberjack Zombies spawning at the end of levels.

Recommended Weapons: Built-in piercing weapons (K1 Stryker and Cobalt Mk. IV). Explosives (XM4 Titan and the GL-03 Krampus). The Krampus can often clear the final horde in 2 shots.

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#### Brick 5 (aka Lumberjack Zombie)

20,480 health

Only appears in the last 3 levels of an apocalypse event. The toughest one there is; there is no need to boost a weapon beyond 20,480 damage unless the fire rate or reload is lacking.

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## Grabbing and Stumbling

The player is grabbed when the player runs into the zombie at the angle the zombie is facing. This means zombies facing to the side are much less likely to grab if the player runs head-on into it.

If the player runs into a zombie (or is hit by an outstretched arm), the player will stumble. This limits sideways movement for approximately a second and forces the player in the direction that grazed the zombie. This also grants invincibility to the player in that period, which allows the player to be "pinballed" between many zombies. However, this is not a reliable tactic.

## Zombie Behaviors

#### Standing

Self-explanatory; they merely stand there and possess no threat unless the player run directly into them.

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#### Ambling

These zombies can either shuffle around a very short distance with nearly no threat, or can slowly walk towards the player's path with their arms outstretched. The second can be surprisingly deadly when in a corridor or when attempting to weave between patches of zombies from the Hunter's Call ability. It is the most reliably dangerous zombie.

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#### Running

Some zombies run, some fast and some slow, but they are a pushover 97% of the time. Where they face is most often to the side and they will often make the player stumble even if the player runs directly in 10. However, these are extremely unpredictable and with a combination of their varying speed and direction faced, can get a completely unexpected grab when they were not even on the player's screen. These zombies can more often be saviors with the stumble invulnerability, but should still be minded.

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#### Hiding

Some zombies lie on the ground or crouch and rise when the player approaches them. This can be very surprising in levels which feature low water, thick brush, or corn, which are frequent in runs. This can completely catch the player off-guard, so the player should be aware of this. These zombies do not move after rising.

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