recursal/Fanatic-Fandom huggingface dataset:
Perks

**Perks** are additional stats or powers that a unit may possess. The abilities granted by perks help define a unit's role, their position in the player's battle deck, and give them the edge in battle.

The icon color indicates what type of perk it is.

* Green icons indicate resistance to a specific damage type or effect.
* Red icons indicate a particular fighting or weapon behavior.
* Purple icons usually indicate a perk unique to a single unit or certain types of units.

Although some perks are shared among multiple units, they may not necessarily behave exactly the same. They can differ in their execution, function, or by statistical amounts. Additionally, some perks function differently or do not work in certain game modes.

Currently, six units do not possess any perks at all. These units are Redneck, Farmer, Sheriff Charlotte, Sniper Polina, Lester, and Cashier.

Special abilities, while similar, are a separate mechanic from perks. Perks are attributes tied to a unit from the beginning and all the way through. Special abilities can only be unlocked with coins once a unit has been fully upgraded to level 13, and are technically optional.

*Note: All perks are listed in order of appearance within a unit collection containing every acquirable in-game unit.*

## Perk Table

Below is a table containing every documented perk in the game.

## Undocumented Perks

Below is a table containing all hidden perks (perks without any label for them).

 Explosion resistance

## Trivia

* Before update 2.3.0, perk icons had different sprites.
* Before update 2.8.2, Firefighter was the only unit in the entire game to possess explosion resistance.
* Before update 3.6.0, most units displayed varying levels of resistance to fear. With the introduction of the reworked upgrade item system, what was previously dubbed as fear resistance has been officially labelled as the valor stat.
* The sniper class is the only class with all its units to not possess any documented perks.
Necromancer

This enemy summons skeletons around itself.

Nickname "**Necromancer**" is an infected dressed in black pants. His arms, parts of his face, and torso glow bright blue. His torso has a veiny pattern on his chest in particular. Parts of his flesh around his face and torso are also gray. He has solid blue eyes and emanates floating blue particles around his body. Through some means, he floats off the ground.

Necromancer isn't very durable, but has the capacity to poses as a huge threat due to its ability to spawn many Dark Skeletons which can get in the units' line of fire and block hits for other enemies like Demon and Armored Skeleton. When summoning enemies, Necromancer's whole body will flash while violently convulsing up and down, disrupting the ground underneath him and causing a small group of skeletons to rise immediately after. Things only get worse if the Necromancer is allowed to live for too long or if too many are present at once, as the sheer amount of Skeletons can easily inflict the fear debuff.

Spam units are highly recommended in order to reach Necromancer before he is able to summon too many enemies. Mechanic is a great choice in this regard due to his additional damage attack which can allow him to quickly reach his target, be it Necromancer himself or whatever Dark Skeletons he managed to summon in front of him. For medium-level players, Grenadier is an excellent choice since his high health and damage not only make him great for eliminating surrounding enemies but his manual grenade ability can easily take out Necromancer in one hit as well as any Dark Skeletons or other enemies within its Area of Effect. Thanks to Necromancer's slow speed, timing his grenade is fairly easy.

Rage abilities and ranged units with the high rate of fire perk can be used to control the large swarms of Dark Skeletons and keep them from reaching the bus. Surprisingly, even though Necromancer hovers, he can still "walk" into fire pools. Both Red Barrel and Molotov can be used to directly deal with Necromancer himself.

### Abilities

* Randomly spawns 3 Dark Skeletons in a small radius around himself.
* Unable to attack.

## Trivia

* Necromancer and Twins are the slowest non-stationary enemies in the entire game.

## Gallery

Journal entry.
Paramedic

* Normal
* Charged

The defibrillator behind this enemy's back frequently deals massive fire damage within a small area.

## Base Stats

###  Melee Damage

* 10 / 39 (melee, Level 13)
* 300 (special attack)

###  Speed

4

Nickname "**Paramedic**" is an infected armed with a pair of malfunctioning defibrillators and dressed in a torn red fireproof paramedic uniform with yellow reflective strips. He carries his defibrillators in a yellow AED cabinet strapped to his back. He has a bloody, gaping mouth and parts of his body have swollen.

Paramedic is the final boss of location 1 and a recurring mini-boss in other missions/challenges. Due to his high health and powerful special attack, defeating Paramedic might be a great challenge for low-level players.

When Paramedic's charge is ready, he will glow blue, his eyes will rapidly flash blue, and electricity will start to envelop all over his body and defibrillators. During this state, Paramedic becomes immune to bullets. When attacked during this state with any other form of damage (excluding electricity), he produces a dangerous lightning bolt attack which does extreme fire damage in a small area around him to other enemies and units. Despite Paramedic's special attack being considered fire damage, it doesn't set surviving targets on fire. While charged, he stands still and rarely moves forward. Paramedic may sometimes build up more than one charge, meaning he'll need to be struck more than once before becoming vulnerable again.

### Strategy

See: *Paramedic/Strategies*

Using Tactical Set on ranged units will allow them to bypass Paramedic's ranged damage resistance when he is fully charged.

### Abilities

* Has a special lightning attack.
	+ Has melee and ranged damage resistance while fully charged.
	+ Unleashes massive fire damage (300) in a large area around him upon taking melee, fire, or explosion damage.
* Knockback resistance.

## Trivia

* Due to his torn uniform, Paramedic does not have proper fire resistance like Aidman.
* Paramedic is the first boss that has been added, the others being Boss, Marauder Vehicle, and Cephalopods.
* Paramedic, along with Cephalopods and EMT, are the only enemies to face left in the Zombiepedia.
* Both Willy and level 13 Sniper Polina with her special ability unlocked are capable of killing Paramedic by themselves while he's currently charged. This is because both of them have abilities or attacks that can bypass Paramedic's ranged damage resistance, and Willy's stun prevents Paramedic from firing off discharges.
* In the game files, he is referred to as "Megavolt", which is most likely a placeholder name related to its lightning bolt attack.
	+ This name might also be a reference to the villian from Darkwing Duck that shares the same name, a similar color palette, electric "backpack" and ability to use electric attacks.

## Gallery

Journal entry.Paramedic's lightning bolt.
Cutscenes

This page compiles all cutscenes added in the game since update 2.7.0.

DA ZW Cutscene – Mission 1Mission 1DA ZW Cutscene – Mission 4Mission 4DA ZW Cutscene – Mission 13Mission 13DA ZW Cutscene – Stage 2 TransitStage 2 TransitDA ZW Cutscene – Mission 19Mission 19DA ZW Cutscene – Mission 26Mission 26DA ZW Cutscene – Mission 30Mission 30DA ZW Cutscene – Stage 3 TransitStage 3 TransitDA ZW Cutscene – Mission 47Mission 47Dead ahead zombie warfare mission 51 cut scene-1Mission 51
SwissMade (Item Set)

**SwissMade** is a mid-to-late game item set. It consists of quality-made items, either Swiss-labelled or primarily produced and manufactured in Switzerland.

## Items

SwissMade items are available in Epic and Legendary quality. The set includes the following items:

## Set Bonus

This set provides a 17% increase to main damage of its wearer. The bonus is rounded down upon calculation – if a unit has damage below 6 they won't receive any benefits from Swiss.

### Analysis

This set is essentially an upgraded version of Teenager. Although SwissMade is available earlier than its defacto predecessor, it isn't held back by issues of intended progression thanks to having access to legendary items, providing a greater effect as a result.

While it's still a subpar choice for most units, it's a desirable option for melee units who struggle with getting use out of any specialized sets, specifically Gentleman. The only set that shares this utility with SwissMade is Hunter, but it tends to be inconsistent with its bonuses for melee units, making SM more preferable on average.

## Location

The table below displays which Supply Runs have the SwissMade set in their reward pool.
Halloween Event (Legacy)

*If you were looking for the newest release of this event, see: Halloween Event.*

The old **Halloween Event** was an annual event that was set before Halloween for 10 days (October 21-31st).

The main goal was to collect pumpkins from the special event-exclusive zombies, Pumpkin Zombie and Fast Pumpkin Zombie, by killing them. Collecting a certain amount of pumpkins would provide the player a reward.

This event's gameplay was identical to old Wall Mart It took place at anairplane's crash site during autumn at sunset. Pumpkins and fires littered the foreground and background respectively. The location of the event was very similar to the one in the Corn Farm.

## Enemies

Before an endless horde would arrive, the player had to endure several waves. Each wave started as soon as the player dealt with at least half of enemies from the previous one.

* Appear randomly with each wave: Pumpkin Zombie, Fast Pumpkin Zombie;
* On-field from the start: Zombie, Tipsy, Builder, Pumpkin Zombie;

1. Zombie, Fast Zombie, Tipsy, Builder
2. Cop, Witch, Runner, Tipsy
3. Runner, Witch
4. Paramedic, Fast Zombie, Witch, Charged Zombie
5. Runner, Builder, Witch
6. Runner, Armored Skeleton, Charged Zombie, Soldier (Zombie)
7. Paramedic, Girl
8. One-armed Soldier, Girl, Demon, Witch, Charged Zombie
9. Girl, Witch, Bulletproof – At some point during this wave 27 seconds cooldown would start. This wave would last till the countdown end.

After the timer has ended, endless horde would arrive.

This phase consisted of the following enemies:

1. 4 Witches
2. 4 Girls
3. 4 Charged Zombies
4. 1 Bulletproof
5. 1 Fast Pumpkin Zombie

Each of these arrive in that order with minuscule time difference between each other.

## Strategy

See: *Halloween Event (Legacy)/Strategies*

## Rewards

* Pumpkins rewards:
	+ 25 pumpkins: 250 coins
	+ 150 pumpkins: 5 military cases
	+ 250 pumpkins: 500 coins
	+ 400 pumpkins: 10 military cases
	+ 500 pumpkins: Berserker
* Top 100 players receive 10 military cases by the end of the event.
* Top 200 players receive 1,500 coins by the end of the event.
* Other participants receive 500 coins by the end of the event.

## Trivia

* The 2017 release of this event was slightly different from the one that was released in 2018:
	+ Zombies that were presented during the event had green-colored blood.
	+ The player could only earn 50 pumpkins max before the respective zombies would stop coming.
	+ The player had to get twice the amount of pumpkins for each reward.
Zombie

An ordinary zombie. Slow and stupid.

Nickname "**Zombie**" is an infected dressed in black pants.

Having no particular strengths, fighting this zombie is quite straightforward as it can be easily defeated by any method. They occasionally throw up, making them momentarily vulnerable.

Zombie still might pose as a threat for very low-level players when presented in larger swarms as access to any crowd controlling rage abilities and units haven't been unlocked yet.

### First Encountered

* Stage 1, Mission 1.
* Redneck turns into this infected upon death.
* Berserker turns into this infected upon death.
* Naked turns into this infected upon death.

## Trivia

* The sole Zombie presented during Mission 1 has a special AI that makes it stay still in one place.
	+ Free Hugs shares this behavior with that Zombie.
* During the old Christmas event, Zombie, along with Fast Zombie, Girl, and Cop, would all be dressed in unique festive outfits and drop presents when killed.

## Gallery

Journal entry.Christmas outfit.
Naked

An infected marauder who is fast, but weak.

Nickname "**Naked**" is an infected marauder armed with a machete and dressed in black pants, a black cap, and a dog tag. He is shirtless and, while most of his body appears pale, his hands and parts of his face are green, displaying physical signs of prolonged infection exposure.

He is the marauder counterpart to Redneck, having similar stats and being a very common enemy sent out in battle.

As a human enemy, he will ignore any barrels and tanks that are dropped in his way, navigate around fire pools, and move to face the closest enemy. He will attack Generator and Turret when he is near them. He will be overwhelmed of fear if a unit's level is higher than his, or they're being swarmed.

As Naked isn't a difficult enemy to fight, the best option against him is to use fast melee units so that they can hold him up and potentially defeat him. Since Empty Barrel and Red Barrel cannot stall Naked from moving towards the bus, they should be used to heavily damage or kill him instead. Red Barrel can be used to not only kill Naked but also destroy his corpse with the fire pool created from its detonation. Using ranged units can help to support melee units in fighting him off when appearing in small waves as well as other marauders.

## Trivia

* Although this marauder is formally introduced in Mission 31, Naked first appears in the cutscene of Mission 13, where he is killed by Paramedic in a cutscene.

## Gallery

Journal entry.
Ram

A slow zombie, but very tough and dangerous.

Nickname "**Ram**" is a large infected dressed in a ripped black-shirt, torn red and gray plaid shirt, and blue pants. His stomach and arms are bloated and veiny, has large sacks around his neck and across his back, and a sizable chunk of his head is missing.

Ram can be considered an upgraded version of Cop, having slightly higher damage and the knockback ability. While the ways of fighting him and Cop are very similar, strong melee units should be sent out to make sure that they recover from getting knocked back almost instantly. Builder, as a damager, possesses some knockback resistance and can be used fairly well against him thanks to his higher health and damage. Ranged units also work very well to kill Ram from a safer distance while supporting melee units. Fast melee units may not be as effective since they have low health and can be pushed around fairly easily and should be used to clear any faster enemies that dart past Ram.

It should be noted that Ram's attacks always deal a critical hit on human units, so he can somewhat consistently keep away and kill melee frail melee attackers. On the other hand, Ram is much less effective against units like Empty Barrel or Red Barrel since he is neither able to deal critical hits nor knock them back. Additionally, Red Barrel can deal good explosion and fire damage after being destroyed. Knowing this, they can be used to help stall Ram from advancing and allow ranged units to kill it with practically no risk.

### Abilities

* Knockback resistance.
* Deals critical hits on human units, causing knockback.

### First Encountered

* Stage 2, Mission 21.
* Chopper turns into this infected upon death.

## Trivia

* Before the Team Power Update, Ram's Health was 600.
* In update 2.9.2, Ram's journal entry doubled all of his listed stats. However, these stats are not reflected when fighting Ram in-game, making them incorrect.
	+ Charged Zombie's journal entry is also affected the exact same way. This may be due to the fact that both Ram and Charged Zombie *always* deliver critical hits on human units. It's possible that only the damage stat was meant to be changed to better reflect this, but an oversight led to all other stats accidently being doubled as well. However, since Ram and Charged Zombie still cannot deal crits on non-human entities (i.e., the bus and rage abilities), this stat change would still be incorrect.

## Gallery

Journal entry.
Level Data

## Player Level Data

**Notes:**

* Farmer, Builder, Pepper, Chopper, Gunslinger, and Sheriff Charlotte are all unlocked as parts of Star Reward system instead.
* The 6-Hour Gift and 3-Hour Gift update its reward only upon receiving the active gift of a prior level.
* Player level cap is **19**. While survival points can still be collected and earned once the maximum level is reached, they become purposeless and do not contribute anything further to players.
* All level up rewards past level 13 is 10 money and 4 fuel.

## Bus Level Data

**Notes:**

* Due to the black wheels being a default bus part, and the wheels being unable to be detached, the bus always have an additional 2 points of durability on all levels.
* All occupied slots, except for the paint, will increase the bus' durability by 2 points each.
* Bus level cannot exceed that of the player.
* The total upgrade costs of the bus amount to 55,650 coins.

## Unit Level Costs

**Notes:**

* The maximum level of any player units are restricted by the bus' level
	+ Auto-upgrading units like Jailer and Specops will scale accordingly.
* It takes 30,595 power points and coins to fully upgrade most units, and an additional 10,000 coins to purchase any special abilities.
* The unit level costs table is currently outdated for levels 7 and 8
Firefighter (Item Set)

**Firefighter** is a mid-to-late game item set. It consists of various firefighter-designated gear for both in and out of fire-related emergencies.

## Items

Firefighter items are available in Epic and Legendary quality. The set includes the following items:

## Set Bonus

This set provides a x1.3 bonus to fire damage that this set's wearer can deal. This only includes afterburns. It can stack with Patriots' 3/3 team power.

### Analysis

Because of this set's extreme specialization, it doesn't sees any real use on anyone besides Flamethrower for whom it acts as an alternative to Military, trading potential higher damage for a more consistent output. Queen is also able to benefit from the set once her special ability is unlocked, thanks to her grenades' firepools dealing relatively high damage. However, this requires a lot time and resources for what amounts to a lackluster effect in practice, when almost any other sets would provide Queen with better aid without the requirement of fully leveling her up.

Pretty much all other units who can do fire damage only have it in form of a pitiful secondary debuff (i.e. Carlos and Swat); as a part of an on-death explosion (i.e. Grenadier and Firefighter); or even a tool that's not primarily meant to be used for damage by itself (Lionheart). Of the previously mentioned, Swat in particular gains nothing from this set as his base fire damage is too low to begin with, practically leaving him without a set bonus to begin with.

In general, it's advised against pursuing Firefighter set items. If collected, they can be safely spent as upgrade fuel for other sets instead.

## Location

The table below displays which Supply Runs have the Firefighter set in their reward pool.
Rotten

An ordinary zombie that can knock enemies back. Relatively sturdy, but not very fast.

## Base Stats

###  Speed

4

Nickname "**Rotten**" is an infected dressed in black pants. He is heavily decaying with several patches of skin rotting into a darker color and gaps in his abdomen. The flesh on his leg is missing, exposing bone. He has a blue eye.

Rotten is very similar to Chinese, only having more health and slightly higher damage than him at the cost of slightly slower movement speed and not being able to deliver critical hits. Despite that, the ways of fighting against Rotten are very similar and should work fairly well against him as long as melee units are of a good level with decently high health or a few ranged units have been prepared.

### First Encountered

* Stage 6, Mission 101
* Putrid spawns 3 of them on death.

## Gallery

Journal entry.
Unit Mastery

**Unit masteries** are individually-assigned tasks given to every unit. Mastery tasks become available to a unit once they have been upgraded to level 1.

There are several levels of task tiers: common, rare, epic, and legendary. These masteries are indicated by an emblem, which appears gray by default on the unit page. Each tier level has the same three tasks that increases in difficulty per tier. Mastery tasks provide rewards upon completion which also increase per tier level. The reward must be claimed to unlock the next available task as well as reaching the required unit level. Common tier tasks are unlocked at level 1, rare tier tasks are unlocked at level 5, and epic tier tasks are unlocked at level 8. A completed mastery task is indicated by the unit's level icon moving up and down, and the section of their unit page with their current mastery emblem, class, and rarity will have a moving green glow.

Mastery tasks are an optional challenge for players to pursue for their units. Apart from their completion rewards, they do not provide any additional bonuses for the player or the unit. Task completion is not tied to unit leveling, and the emblem on the unit page that changes as more tasks are completed is a cosmetic feature.

Currently, legendary mastery tasks are unavailable and will appear in a future update.
Corn Farm/Strategies

This page is used for sharing strategies for Corn Farm Event.

## General Info

Precious upgrade items are the main reason why Corn Farm Event should be played. Players must act quick, but careful, in order to be able to earn at least a few collectibles.

Players should always have a decent amount of every buff item at the ready if they want to be safe during the pre-farming portion.

### Deck

* Turbo – Level 11 min., 13 recommended;
* One of the following:
	+ Mechanic – Level 11 min.;
	+ Guard – Level 13 with special ability unlocked;
* Nitrogen – Level 11 min.;
* Empty Barrel – Level 11 min.;
* Medkit – Level 11 min.;
* Red Barrel – Level 5 min.

If you don't own Turbo for any reason, maxed out Guard can be used as a substitute.

### Process

Due to Turbo's full bullet resistance, she will never die from any ranged source of damage, making her the perfect unit for use in the event.

Turbo should be upgraded with +3 items for maximum effectiveness. In the beginning, send out Turbo immediately as she is available. If necessary, use Extra Courage buff. Some marauders may damage the bus a bit at the beginning. If Turbo is attacked, heal her with Medkit as soon as possible. Begin setting up rage ability objects near the bus as a makeshift barricade to allow Bill to pick off any Crazies who manage to slip past.

Later on, use Red Barrel, Empty Barrel, and Nitrogen on the enemies repeatedly. At some point, Marauder's grenades will inevitably do enough damage to kill a full health Turbo right off the bat (grenades do 100 damage by default, which Turbo can survive with enough health upgrades). At this point, patching her up with Medkit should instead be prioritized for situations when she gets attacked by too many marauders at once.

Because of how tremendously powerful the marauders' grenades are, farming the barricade proves to be impossible in the long run, with the highest achievable level being 9-14. Because of that, you should aim for killing marauders instead when you get closer to these numbers during every attempt.

### Current Viability: the best option.

With the Team Power being a thing, the TMF gains an explosion resist, and Rogue with his special ability unlocked converts 90% of his agility to bullet resistance, greatly reducing damage he recieves from enemy bullets. With a medkit to counter enemy melee attacks he can become very effective at achieving great progress.

 Bosses
Hitman (Item Set)

**Hitman** is a late game item set. It consists of fancy and efficiency-based items related to a stereotypical image of luxurious assassins.

## Items

Hitman items are available in Epic and Legendary quality. The set includes following items:

## Set Bonus

This set multiplies critical damage bonus of its wearer by x1.3 while they are at 70% health or lower. For example, a unit with +60% crit. damage, which amounts to a x1.6 multiplier, would have a total crit multiplier of 1.6 \* 1.3 = 2.08.

Healing to 71% health or higher after triggering the effect will disable it, but it can always be reactivated.

### Analysis

This set is basically an upgraded version of Ranger, which is only slightly held back by its activation condition. However, it can provide greater help with making crit builds powerful, since it has access to legendary-tier items, offering a higher potential damage output.

Despite the above upsides, Hitman suffers from a major issue: it's severely outclassed by Gentleman. This two sets have a similar idea, but Gentleman has a more intuitive condition, with the bonus being even more devastating since it's higher and also increases unit's main damage. If players have no trouble finishing supply runs that contain Gentleman, there's no reason to even bother with Hitman. It doesn't helps that the former is available earlier in progression than Hitman.

The only units who can get at least some benefit out of Hitman are Saw and Juggernaut, and even then they'd rather use something else. Mechanic can't get any real use out of it, since it's impossible to lower his health before he uses his sledgehammer, at least under normal conditions.

## Location

The tables below display which Supply Runs have the Hitman set in their reward pool.
Witch

A very fast and powerful zombie.

Nickname "**Witch**" is an infected dressed in a torn black low-cut top and white underwear. She has blonde hair, long claws, and a large maw. Her arms are drenched in blood all the way to her elbows.

Witch is a very dangerous zombie for all-level players. Because of her extreme speed and attack rate, even a small group of them can ruin any progress and destroy the bus in a matter of seconds.

Witches will charge at intermittent points, allowing them to easily cross the battlefield and reach her targets. When doing so, she will scream out an onomatopoeia'd 'A-A-A-A!' and open their mouth as they charge; When she hits her target, she will begin swinging at them with her claws; Any slow-attacking melee unit such as Chopper or weak ranged unit like Polina will likely be killed in the process.

## Gallery

Journal entry.A witch's running frame.
Submachine Gun

**Submachine Gun** (also called "**Submachine**") is one of the weapons available for use in Dead Ahead. It's the HK MP5 machine pistol, and is the seventh weapon that can be unlocked by the player.

## Description

Submachine is a machine gun type weapon that can be purchased in the shop for 20000 coins, starting from rank 8. It's the third gun of that type in the game.

It's unknown what was the developer's intentended purpose for submachine, as it's objectively worse than it's predecessor Nailgun, which becomes available exactly one rank earlier. Even though basic SG is noticeably better due to having more ammo from the beginning, its maxed out version does less damage than super Nailgun that also has as much ammo as Submachine. This is relevant due to 10000 coin difference in required total spendings, which is a significant number during mid-game. In conclusion, it's advised for players to avoid purchasing this gun altogether.

### Characteristics

Real values
 Reloading
 Ammocount
 Firingtype
 Shotdelay

Shop values
 Speed
 Ammo
Ranger (Item Set)

**Ranger** is an early-to-mid game item set. It consists of tools and objects used by forest ranger officers.

## Items

Ranger items are available in Rare and Epic quality. The set includes the following items:

## Set Bonus

This set multiplies critical damage bonus of its wearer by x1.1. For example, a unit with +60% crit. damage, which amounts to a x1.6 multiplier, would have a total critical damage multiplier of 1.6 \* 1.1 = 1.76.

### Analysis

While this set can see tolerable use in critical hit oriented builds, it's simply not as efficient as the majority of other options, which greatly surpass it in terms of possible effective damage. It doesn't helps that Ranger's bonus is meaningless without +% Crit. damage books, which are mediocre options for most units. The only unit who can get a meaningful boost from it is Mechanic, since for him these books are actually preferable. If players don't have access to anything better for him at the moment, then Ranger is an acceptable option. If you've somehow managed to acquire Circus Park very early into the game, then Saw is another unit who might get use out of Ranger too, for all the same reasons as Mechanic.

## Location

The tables below display which Supply Runs have the Ranger set in their reward pool.
Minor Characters

Despite the nature and flow of its story, DA:ZW contains a few notable **minor characters** who play a significant role in either gameplay or story, and some even both at once.

## List of Notable Characters

### Gas Man

Nicknamed "**Gas Man**" is one of the workers at "Joe's Repairs", along with Mechanic. Despite his lack of presence at the battlefield, he plays important role in Sheriff Bill's team, as he scavenges for fuel with other people, and does the general maintenance of the bus. It's believed that he might be the eponymous Joe himself.

### Mr. Buff

**Mr. Buff** is a drug cook/chemist who makes buff items. He can only be found in the Daily Gifts menu. His occupation raises questions regarding on the exact process, which was never specified in-game.

### Scientist

The **Scientist** is one of the epidemiologists who were exploring a ruined city. Laconic results of his research gave an insight on how hopeless the state of things is. His appearance slightly resembles that of people who have later turned into Psys.
Small Insectoid

A fast zombie that explodes when it dies.

Nickname "**Small Insectoid**" (SI) is a nude infected. It has gray exposed flesh, two appendages on its back, and brightly glowing blue eyes with signs of blue energy emanating from its torso.

SI is one of the most dangerous runner type enemies in the entire game, only losing out to the likes of Locust. It can be considered a stronger Monk thanks to its higher stats, especially damage. Unlike Monks, however, methods of dealing with SI are slightly different because of its fire immunity and its tendency to appear in massive swarms, which makes them a huge threat even for seasoned players.

Despite SI being a dangerous enemy to face, tanky melee units can still deal with it rather efficiently in small quantities. However, unless supported by ranged units, a few more SI can easily overwhelm and destroy them.

Ranged units with spread damage are very efficient and recommended against SI swarms as they can greatly harm them when formed in both closely-packed groups or ones that are further spread out. Policeman Diaz is a great option as he can tank a lot of melee damage and has knockback resistance, promptly destroying it in one shotgun blast if it ever gets close. Ranger is similarly a good choice, having faster attack speeds and decent damage, able to stun-lock them with his special ability if he fails to kill them outright. Farmer/Lester are also good choices since their preparation time is the shortest. Although they may be more vulnerable overall, unlocking their special ability can certainly give them a better edge when up against SI by giving more burst damage. Ranged units with the high rate of fire perk can also work well enough, but they will seriously struggle if Small Insectoids are not within their line of fire, unlike Shotgunners who can catch them with a stray pellet.

Since SI cannot be set on fire at all, Molotov and Red Barrel are unable to chip it over time. Damaging it with an explosion is exceedingly difficult unless timed very well. Grenadier is another option, as his grenade throw does significantly more damage (160), able to immediately kill Small Insectoids up to level 11, leaving the rest at critical health and vulnerable to any source of damage. His high melee damage and decent health also makes him suitable for fighting off one or two Small Insectoids that slip through, able to somnetimes kill it just as it spawns from Prisoner.

### Abilities

* Very fast attack speed.
* Fire resistance.
* Knocks the enemy back.

### First Encountered

* Stage 6, Mission 110.
* Prisoner spawns this infected upon death.

## Trivia

* Despite being pointed out in its Zombiepedia entry, Small Insectoid's on-death explosion is barely even noticeable, being comparable to Energy Sphere's death animation where it just disintegrates into a splotch of plasma. The description might be a leftover concept that was absent in the final version.

## Gallery

Journal entry.
Christmas Event (Legacy)

*If you were looking for the newest release of this event, see: Christmas Event.*

The old **Christmas Event** was an annual event that was set before Christmas for 10 days (December 15-25th).

The main goal was to collect gifts from festively dressed zombies by killing them. Collecting a certain amount of gifts would provide players with a reward.

This event's gameplay was identical to Wall Mart Event. It took place in some unknown decorated town during winter at night. A truck full of gifts can be seen crashed through a wall, scattering presents around the area.

## Enemies

Before an endless would horde arrive, the player had to endure several waves. Each wave started as soon as the player dealt with at least half of the enemies from the previous one.

* On-field from the start: Zombie, Tipsy, Builder;

1. Zombie, Fast Zombie, Tipsy, Builder
2. Cop, Witch, Runner, Tipsy
3. Runner, Witch
4. Paramedic, Fast Zombie, Witch, Charged Zombie
5. Runner, Builder, Witch
6. Runner, Armored Skeleton, Charged Zombie, Soldier (Zombie)
7. Paramedic, Girl
8. One-armed Soldier, Girl, Demon, Witch, Charged Zombie
9. Girl, Witch, Bulletproof – At some point during this wave 27 seconds cooldown would start. This wave would last till the countdown end.

After the timer has ended, endless horde arrived.

That phase consisted of the following enemies:

1. 4 Witches
2. 4 Girls
3. 4 Charged Zombies
4. 1 Bulletproof

Each of these arrived in that order with minuscule time difference between each other.

## Strategy

See: *Christmas Event (Legacy)/Strategies*

## Rewards

* Gifts rewards:
	+ 25 gifts: 250 coins
	+ 75 gifts: Christmas bus paint
	+ 150 gifts: 5 military cases
	+ 250 gifts: 500 coins
	+ 400 gifts: 10 military cases
	+ 500 gifts: Lester
* Top 100 players receive 10 military cases by the end of the event.
* Top 200 players receive 1,500 coins by the end of the event.
* Other participants receive 500 coins by the end of the event.

## Trivia

* In 2018, due to a developer's mistake, the event became available a day earlier. Players who tapped on the event's icon at that time had the same score as they had during the previous Wall Mart event, but only received Lester as a reward, and weren't able to play the event.
* This event featured a special soundtrack and themed costumes for some enemies.
	+ The soundtrack would ultimately end up being reused for the new Christmas Event.
Builder (Item Set)

**Builder** is a mid-to-late game item set. It consists of items that would be used by construction workers.

## Items

Builder items are available in Rare and Epic quality. The set includes following items:

## Set Bonus

This set provides a 25% chance of blocking incoming damage to a unit. This applies to all types of damage, including debuff ticks from fire and poison.

### Analysis

DA:ZW is a kind of game where even moderate values of non-manipulable RNG don't make a bonus in question worth using. Builder is generally not a great set, and is best used as a temporary option until you become able to get better stuff. Even though it's not straight up bad, it's better to not pursue Builder outright. It doesn't helps that its epic version is only available relatively late into the game. At this point, you might as well start aiming for sets available in legendary quality.

Builder sees most use on melee units with low health, even if their benefit from it will be inconsistent. It can also get some use during missions with Epidemiologists, Slobs, and Rebels, should you run melee units other than Firefighter too. Ranged units can avoid using Builder entirely.

## Location

The table below displays which Supply Runs have the Builder set in their reward pool.
Policeman (Zombie)

An ordinary zombie with protection against melee attacks.

Nickname "**Policeman**" is an infected dressed in a policeman's uniform underneath a blue police stab vest, black pants with yellow highlights, and a black police cap.

Policeman is an enemy with the intent to discourage the primary use of melee units during missions. Due to his very high melee resistance and significant damage for an early-to-midgame enemy, melee units have very little success in fighting him, even less so in groups. However, Policeman's health is rather subpar, meaning every other source of damage can make quick work with little issue.

Ranged, fire, and explosive damage will prove very effective against Policeman, and several units or rage abilities harnessing these damage types are available to early-midgame players when dealing with him. Although ranged units are plentiful and extremely effective for the most part, their effectiveness can be hindered if Policeman is in the presence of bullet-resistant or high health enemies to soak damage. Grenadier is a damager that can gravely injure him with a well-timed grenade toss. Red Barrel can deal both explosive and fire damage to reduce him to ashes given enough time.

Melee units with the knockback perk and medium-high damage are capable of defeating them in lower quantities, though this comes with inherent risk. It's recommended that those units either have medium-high health as well or are supported by Medkit as Policeman can kill most melee units quite fast with its surprising damage output thanks to its critical hits.

### Abilities

* Melee resistance (90% damage reduction).
* Can deal critical hits.

## Trivia

* Policeman can be found earlier in the game inside a tappable vehicle in Mission 31. However, this particular Policeman is glitched. He and the marauders will not attack each other, but he is somehow capable of damaging *other zombies* if they happen to be close and in each others' paths.
* In certain versions of the game, the bus only dealt 500 damage to any enemy it ran over at the end of the mission. Due to his very high melee resistance, Policeman was the only zombie with less than 500 health capable of surviving this attack.

## Gallery

Journal entry.
Heavy Pistol

**Heavy Pistol** (also called **"Heavy"**) is one of the weapons available for use in Dead Ahead. It's a IMI Desert Eagle Mark VII pistol, and is the fifth weapon that can be unlocked by the player.

## Description

Heavy is a pistol type weapon that can be purchased in the shop for 12000 coins, starting from rank 6. It's the third and final pistol presented in the game.

Similar to how 9mm Pistol is introduced as an upgrade to subpar Revolver, Heavy is offered as a serious step up from early game arsenal, so the player would have easier time completing some mid-game missions. However, it has a *very* big price for the stage it becomes available at, and so creates a "grind spike" in case one decides to buy the gun. Players are generally discouraged from buying Heavy, and instead advised to invest into Double Barrel upgrades if they struggle with survival in Megalopolis.

### Characteristics

Real values
 Reloading
 Ammocount
 Firingtype
 Shotdelay

Shop values
 Speed
 Ammo
EMT

* Normal
* Charged

A light zombie which is fatal to all around it in a small radius

Nickname "**EMT**" is an infected armed with a pair of malfunctioning defibrillators and dressed in a red paramedic uniform with yellow reflective strips and white gloves. She carries a blue defibrillator bag that connects to the paddles wrapped around her body. She has glowing blue pupils and her skin appears charred.

EMT functions almost identically to Paramedic, capable of causing lightning strikes that deals a lot of damage in an area around her. When Paramedic Nancy dies, this special lightning attack will be triggered almost immediately as she is turning. This can turn her into a liability should she happen to die near other units, but it can also be taken advantage of to kill or seriously damage any enemies around her too.

Much like the Paramedic, her eyes will rapidly flash blue and electricity will start to envelop all over her body and defibrillators when her charge is ready. She is also very slow and will not move at all once she is charged. EMT is unable to attack normally, making the lightning attack her only form of attack. Unlike Paramedic, EMT charges up very quickly (3 seconds cooldown) and does not randomly lose her charge.

Given her similarities to Paramedic, dealing with them are quite similar but her meager stats makes her a fairly easy threat to take care of. Firefighter is a good direct counter thanks to his natural fire resistance. Using Empty Barrel or Red Barrel is good for triggering her lightning strike early before sending a melee unit to safely finish her off, though her low health means she is likely to be swiftly dealt with using either rage abilities alone since she isn't invulnerable to a melee hit while charged. Unlike Paramedic, EMT is not immune to bullets while charged either, making ranged units an easy choice for safely eliminating her from a distance.

### Abilities

* Has a special lightning attack.
	+ Unleashes massive fire damage in a large area around her upon taking damage.

### First Encountered

* Paramedic Nancy turns into this zombie upon death.

## Trivia

* EMT, along with Crooked, Forest Firefighter, and Abby are the only exclusive undead unit enemies. All being exclusive zombies that can only be encountered if a specific unit dies and turns.
* EMT, Paramedic and Cephalopods, are the only enemies to face left in the Zombiepedia.

## Gallery

Journal entry.
Blue

A simple zombie that can stun enemies. Usually it's weak and slow.

Nickname "**Blue**" is an infected dressed in torn black pants. He has grey flesh and glowing blue skin. He has blue eyes that are constantly blinking brightly.

Contrary to its description, Blue is a strong zombie, with fire immunity, high stats and a dangerous stun ability when dealing critical hits that can easily ruin any kind of push done by melee units.

Using melee units with knockback perk is highly recommended. Mechanic and Private Rodriguez. Both these units are fast and deal knockback on critical hits, granting them the best chance against small groups of Blues as they might be able to push them out of range before they deliver their stun attack. Mechanic's sledgehammer attack can kill Blue immediately if used properly, making him good in an urgent standoff. Using higher-costing melee units may prove to not be the most effective strategy as Blues can kill said units just as quickly as cheap melee units.

It's advised using ranged units when fighting against Blue. Generally, ranged units with a high rate of fire are recommended such as Sonya or Carlos. The former is more preferable since she possesses the knockback perk which can come in handy if an enemy happens to gets too close. Policeman Diaz is also a great pick for a ranged unit as he has a more acceptable preparation time and his melee resist allows him to hold a little longer if they get close.

### Abilities

* Can deal critical hits, causing stun.
* Fire resistance.

## Stats In Missions

 ....
 137

## Gallery

Journal entry.
Tourer

**Tourer** is one of the vehicles available for use in Dead Ahead. It's a touring motorcycle, presumably 'Harley-Davidson Road Glide' model (Unable to determine exactly), and is the sixth vehicle that can be unlocked by the player.

## Description

Tourer is a motorcycle that can be purchased in the shop for 150,000 coins starting from rank 16. It's the fifth bike-like vehicle that appears in the game.

This motorcycle has high performance and not as large dimensions as a Quad. You can quickly break away from the crowd of zombies on it, while not crashing into obstacles. You will need Tourer to reach the maximum rank.

### Characteristics

Shop values
 Mass
 Control
Foreman

This zombie is rushing onto the battlefield and can't be stopped until it hits something.

## Base Stats

###  Melee Damage

* 10 / 36 (Level 13) (normal)
* 20 / 72 (Level 13) (additional damage attack)
* 22 / 79 (Level 13) (additional damage attack, crit)

###  Speed

* 6 (normal)
* 12 (charge)

Nickname "**Foreman**" is an infected dressed in a yellow safety vest with white reflective strips, a black T-shirt, yellow pants, a brown leather tool belt pouch, and a black beanie with yellow dashes. A metal beam is pierced through his body.

While his stats are identical to that of Builder, Foreman's ability makes him a bigger threat. He enters the battlefield by sprinting and rams into the unit with its impaled pipe in the body, dealing double of his regular damage in a small area. It is a guaranteed critical hit on human units, but never on rage abilities like Empty Barrel. Afterwards, he takes a fixed 20 damage himself, collapses briefly, then stands up and continue fighting like a normal zombie. If Foreman is buffed by red aura, his self-damage won't be increased. It is possible to stop this charging attack with an extremely precise melee attack, although he will fall without taking any self-damage.

Due to his bullet resistance, most ranged units will do very little to stop his rush and may end up taking the brunt of his charge attack. The best way to fight against him is to send out some fast, cheap melee units like Redneck as cannon fodder for Foreman to hit. Afterward, send out another melee unit to finish him off. If rage has been accumulated, Empty Barrel or Red Barrel can be dropped on him with good timing to not only stop his charge much earlier but save on courage that would have been spent on sending out a sacrificial melee unit. Although unlikely, Mechanic's own additional damage attack can sometimes take Foreman out before he manages to charge into him first. Policeman Diaz is one of the few ranged units that are a good option against him thanks to his melee resistance and high health, though he will require support from other melee units.

It is also helpful to know that Foreman, as powerful as he is, only appears in one early non-event stage, so general strategies will work on him mostof the time.

### Abilities

* Additional damage attack.
	+ Charges at twice his base speed, dealing 20 melee damage on hit. Deals critical hit on human units.
	+ Deals 20 self-inflicted melee damage upon hitting something with its charge attack.
	+ While running, any melee damage to him knocks himself back.
* Bullet resistance (90% damage reduction).
* Knocks the enemy back on critical hit.

## Trivia

* Foreman is some of the rarest zombies ever, as he only appears in Mission 25 and the Halloween Event.
* Before update 2.3.1, Foreman used to be named "Builder Run". This may be a reference to the film Chicken Run as well as his sprinting attack.

## Gallery

Journal entry.
M16A1

The M16A1 was the second variant in the M16 series, following the original M16, an adaptation of the Armalite AR-15 rifle. The original M16A1 was released into service in 1964, and served in Vietnam. In 1969, it replaced the M14 as the U.S. standard service rifle. It fired a 5.56x45mm (non-NATO) round in 30 round magazines. Improvements over the M16 included a bolt-assist, improved bore, and the 30 round mag, as opposed to the original 20 round mag of the M16. As it did not have any rails, there are no accessories at all available for this gun. The fire settings were semi- and full auto.

Users:

- Argentina: Used in Falklands War

- Australia: Used in Vietnam, replaced by 1989

- Cambodia

- El Salvador

- Estonia

- Guatemala

- North Korea: Special Forces

- South Korea: Used in Vietnam

- Panama

- Philippines

- Rhodesia

- Singapore (Licensed version)

- South Vietnam (until 1975)

- Thailand

- Turkey

- United States: Used in Vietnam War (All branches)

M16A1 M203: M16A1 with underbarrel M203 40mm grenade launcher

Variants from RH M4/M16 Pack