recursal/Fanatic-Fandom huggingface dataset:
Prisoner

An ordinary zombie that turns into another zombie when it dies.

Nickname "**Prisoner**" is an infected convict dressed in a torn orange prison jumpsuit. Several lumps of skin and blue energy bulge out across his head and back.

Prisoner is arguably the most dangerous basic enemy in the entire game, as he has notably higher stats than other enemies with similar behavior, and turns into another nasty zombie when slain.

While Prisoner certainly requires using fully prepared units against it, there's no particular strategy of fighting it as, for the most part, stage 8 requires players to focus on much more dangerous threats. It's recommended using ranged units with spread damage against Prisoners, as they can quickly dispatch both Prisoner and his other form, Small Insectoid, in close range. Policeman Diaz is the best option for this as he also benefits from taking reduced melee damage and may be able to take out the spawned Small Insectoid as well. Farmer/Lester is also acceptable as they both have shorter preparation times and cost a bit less courage. However, they are generally more vulnerable as a trade-off, so unlocking their special ability can greatly increase their survivability against Prisoner as well as other enemies. Ranged units with the high rate of fire perk are also a great option as well. Sonya is the most recommended as she not only has very high DPS but is also capable of keeping Prisoner away if he manages to get too close. Carlos is also an acceptable choice as he has a low courage cost and with his special ability unlocked, he can ignite Prisoner with his incendiary bullets for extra damage. However, he will be more vulnerable compared to Sonya due to his lack of the knockback perk and slow reload speed.

While Prisoner's very high damage can kill any melee units effectively, Private Rodriguez and Mechanic are the recommended melee units of choices. Private is fast, both in movement and attack speeds, and his critical hits can knock Prisoner back. Mechanic can deal major damage with his additional damage attack, possibly killing Prisoner immediately. It's advised unlocking his special ability first and using Fury buff for maximum effectiveness against groups of Prisoners. In a lot of cases, using higher-costing melee units will simply prove ineffective as Prisoner can kill them just as quickly as spam melee units.

## Trivia

* When killed, Small Insectoid always spawns facing towards the barricade regardless of where Prisoner was actually facing. This can be exploited by short-ranged units to get the first hit on.
* Incendiary attacks on Prisoner will give the spawned Small Insectoid a charred appearance (despite its fire immunity) once Prisoner has been killed.
* Prisoner does not have a proper death animation and its death spawns are bugged. This is evident in Supply Runs, where if it is the last remaining zombie on the field in the first two rounds, it will just disappear without spawning a Small Insectoid, unlike Putrid, whose spawned Rottens still have to be killed.

## Gallery

Journal entry.
Tactical (Item Set)

**Tactical** is an early-to-mid game item set. It consists of chess-related items, implied to be equipment for a chess group meeting.

## Items

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

## Set Bonus

This set allows units with bullet-type damage to ignore 50% of the respective resistance of enemies and other units. The penetration value is applied multiplicatively. For example, if a zombie has 90% bullet resistance, Tactical set will reduce it down to 90% \* (1 - 0.5) = 45%.

Tactical's bonus stacks additively with all other bullet penetration bonuses. When combined with Sniper Polina's 40% penetration from her SA, the bonuses add up to 90%. This set also works with Private Rodriguez's knife throw.

### Analysis

This set shines most in Skirmish, as acquiring it early on can make low-level duels much easier by getting around bullet-resistant units, meanwhile at higher levels it becomes a must-have for use with specific units. Tactical is also acceptable for use during campaign, since it's a solid option for the majority of stage 4, and in select cases during the endgame due to the likes of Lubber, Sapper, Bulletproof, SWAT and Twins with their extreme bullet resistance.

The only thing holding this set back is the fact that it has no legendary version, which means it gradually becomes inefficient in endgame due to its inferior stat bonuses, as having three weak items will surely handicap any unit trying to benefit from the set bonus.

Because of this set's dominance in Skirmish, it's acceptable to intentionally pursue it. It also helps that by the time Tactical becomes available it still acts as a solid option for regular missions. However, if you'll continue using some unit in both PvP and PvE way far into the game, then it's necessary to get them a proper set for mission completion too.

## Location

The tables below display which Supply Runs have the Tactical set in their reward pool.
Grenade Launcher

**Grenade Launcher** is one of the weapons available for use in Dead Ahead. It's the M79 grenade launcher, and is the eighth weapon that can be unlocked by the player.

## Description

Grenade Launcher is a weapon of the type with the same name that can be purchased in the shop for 40000 coins, starting from rank 10. It's technically the second and final grenade launcher in the game, since Betty Boomer is available for purchase from the very beginning.

Grenade Launcher can easily be considered one of the best weapons in the game. Its ability to target several enemies combined with extreme damage allow GL to be used for just about anything – from building up combos, to effortlessly killing Bosses. These advantages are partially traded up by the weapon having only one shot in its reserve. However, this can easily get circumvented by using fast reload boost. When used together with it, Grenade Launcher becomes a very powerful gun in the hands of more or less skilled players, being able to aid in completion of pretty much all objectives past rank 10 (aside from those that require using a different weapon), and for making long combo chains that decrease future grind, and nullify spendings on boosts.

It's worth mentioning that GL is also one of the few weapons in the game that can be efficiently used without ever upgrading them. While signficantly decreasing reloading time might sounds appealing, it only matters this much in the long run.

### Characteristics

Real values
 Reloading
 Ammocount
 Firingtype
 Shotdelay

Shop values
 Speed
 Ammo

## Trivia

* While this is a relatively insignificant thing, Grenade Launcher might be more appealing than Betty Boomer to players who use extra bonuses boost often. This is because it can spam much more explosions under the effect of infinite ammo, thanks to noticeably lesser shot delay;
* Grenade Launcher has the lowest amount of ammo among all weapons in the game.
Chinese

An ordinary zombie that can push enemies back.

Nickname "**Chinese**" is an infected dressed in a black t-shirt and black pants, both of which are heavily stained with dirt and vomit. The flesh on his arm and leg are missing, exposing bone. He has glowing blue eyes.

Chinese causes knockback with every attack unless it's a crit. The best way to deal with him is by using ranged units and rage abilities. However, spamming fast melee units work just fine as long as they are upgraded to a good level with decently high health. Keep in mind that units who get knocked back tend to stop moving for a brief moment before attacking again, almost like a temporary stun.

Since Chinese's health is fairly low, they are not too problematic to take care of. However, like the majority of enemies throughout stage 6, Chinese tend to appear in large groups, especially alongside several Rebels and/or Monks. It's advised using Grenadier and crowd-controlling rage abilities like Red Barrel and Molotov against these swarms.

### Abilities

* Knocks the enemy back on regular hits.
* Can deal critical hits.

## Gallery

Journal entry.
Girl

A fast, dangerous zombie. It deals damage nonstop.

Nickname "**Girl**" is an infected dressed in a torn black sleeveless top and torn black pants. She has gray hair and short claws.

Girl is a dangerous zombie since she moves fast and can deal a lot of damage very quickly. She poses a great threat for low-level players, particularly in swarms, which can easily push units back and outright kill them, thanks to their speed, quick attacks, and knockback ability, as units avaliable at that time might not be able to take them on.

It's recommended to take down Girl with fast melee units like Redneck and Mechanic. Dropping Empty Barrel and manually detonating Red Barrel are both good options against closely packed groups of Girls. Shotgunners like Policeman Diaz may be required to eliminate large hordes of them.

### Abilities

* Very fast attack speed.
* Can deal critical hits, knocking units back.

### First Encountered

* Stage 2, Mission 17.
* Sheriff Charlotte turns into this infected upon death.
* Pepper turns into this infected upon death.
* Sniper Polina turns into this infected upon death.
* Carol turns into this infected upon death.
* Andrea turns into this infected upon death.

## Trivia

* During the old Christmas event, Girl, along with Zombie, Fast Zombie, and Cop, would all be dressed in unique festive outfits and drop presents when killed.
* Both Girl and Runner share the same journal entry descriptions.

## Gallery

Journal entry.Christmas outfit.
Forest Firefighter

Sets fire to everyone it touches. Inspired by Reddit user u/Indo\_SpecOps.

Nickname "**Forest Firefighter**" is an infected dressed in a singed yellow firefighter suit with white reflective strips, faded green pants, and a wildland firefighter pack with a chest strap and waist belt. His skin appears charred and has active flames on his arms and head.

### Abilities

Like his description, Forest Firefighter sets enemy on fire after a hit. He moves very fast but has a long pause between his short-lived sprints.

### First Encountered

* Lionheart turns into this infected upon death.

## Trivia

* Forest Firefighter's original concept was made by Reddit user Indo\_SpecOps. He is the first zombie added to be inspired by a community member.
* Forest Firefighter, along with Crooked, Abby, and EMT, are the only exclusive undead unit enemies. All being exclusive zombies that can only be encountered if a specific unit dies and turns.
	+ And among them, interestingly, Forest Firefighter is the only one of them to be entirely unique, and not based off another existing enemy. Crooked is a reskin of Builder, Abby is a downscaled Insectoid, and EMT is a more fragile Paramedic.

## Gallery

Static image of Forest Firefighter attacking.
Trader

**Trader** is an NPC that can be accessed from the main game menu. He offers the player a few opportunities to buy valuable items.

## Functions

Trader runs a store, in which he offers a selection of four random items every 24 hours. As of update 2.7.0, one of the four items available for sale will be a free daily gift. The shop also acts as a place for displaying premium offers and microtransactions.

### Trader's stock

 A bus color currently not owned
 2 blue keys | Free\*

\* This item only appears in the free gift rotation.

### Crafting

Trader offers crafting services once the player receives a red key for the first time. Crafting is used to convert a player's blue keys into red keys. This is done by pressing the "Craft" button and then tapping on all three green slots of the craft machine. A blue key is inserted into the first slot, and then one money for each of the other two slots. Crafting is only possible as long as the player have less than five red keys.

## Gallery

Crafting window for upgrade items, used throughout version 2.7.8 to 3.5.0.Trader menu used throughout version 2.7.8 to 3.5.0.3.0.1 Trader during the 2019 Christmas Event.2.9.0 Trader during the 2019 Halloween Event.2.7.0 Trader.2.7.0 crafting window.2.0.0 Trader.2.0 crafting window.1.5.0 Trader, with new features such as a limited amount of coins for item reselling and bus parts in store.1.0.0 Trader. He had an infinite amount of coins to buy items but had limited features.
## Trivia

* Trader looks very similar to Rifleman.
* Prior to update 1.5.0, bus parts were worth 7 coins instead of 50.
* Prior to update 3.6.2, crafting was a more nuanced system, that was used for improving old upgrade items.
	+ According to a Q&A, it's unknown how items are crafted together. Devs assumed that radiation is involved, pointing at a symbol that indicates it on the crafting box. However, said symbol is not actually visible in-game.
* Prior to update 3.6.3, the price for buffs was 59 while you could only buy 50 powerpoints in the shop.
Military Case

**Military** and **legendary cases** were crates that contain various items that can be used by players for progression. They are acquired by completing certain feats in-game.

Obtained cases would have been stored and could be opened anytime at Trader's Military Kit Shop.

## Acquisition

### Military case

* Sold by Trader:
	+ For 15 money, always available.
	+ For 500 coins, up to three can randomly appear in stock under Daily Deals. It will be opened immediately after buying.
	+ For free, if it appears as the gift item under Daily Deals. It will be opened immediately after collecting.

* Rewarded whenever the player collects seven Time Points. Time Points are gained by claiming the Daily Gifts rewards, one Time Point each.
* Rewarded upon fully completing a stage by 3-starring all of its missions (including challenges).
* Rewarded upon finishing in the top half of the Skirmish leaderboards when it ends. More military cases can be earned from winning in the 6th League onwards.
* Rewarded whenever the player completes their personal goal during an event.
	+ 10 military cases are rewarded if placed in the top 100 of a weekly event when it ends.
* Can be found on map tiles on stages.
* Various rewards from the Star Reward system.

### Legendary case

* Sold by Trader:
	+ For 30 money, always available.
* Rewarded whenever the player collects 14 Time Points. Time Points are gained by claiming the Daily Gifts rewards, one Time Point each.
* Rewarded whenever the player completes their personal goal for the day during the Halloween Event.

## Rewards

* Military case
	+ 1 rare upgrade item (100%).
	+ Four random items which may contain:
		- 1 common, rare, and legendary upgrade items (82%).
		- 1 bus parts(5%).
		- 1 Paint (5%).
		- 1-2 moneys (5%).
		- 1-2 event tickets (3%).
* Legendary case
	+ 3 legendary upgrade items (100%).
	+ Two random items which may contain:
		- 1 common, rare, and legendary upgrade items (30%).
		- 2-4 moneys (30%).
		- 3-5 event tickets (30%).
		- 1 bus parts (5%).
		- 1 paint (5%).

***Notes:***

* All cases stop dropping paints after all of them have been collected by players.
* Legendary cases do not give out 1 common, rare, and legendary upgrade items as stated.

## Trivia

* In the past, military cases could also give players buff items.
* Since update 2.7.0, legendary cases now grant a total of five items as opposed to only four. However, the info for the legendary case has not been updated to reflect this, remaining outdated.
* Before the animation of opening the cases was changed, it was possible to reveal one of the rewards prematurely by tapping fast enough, causing it to be positioned in the wrong place.

## Gallery

Pre-2.7.0 military case spritePre-2.7.0 legendary case spritePre-1.5.0 military case spriteVisual bug of a prematurely revealed reward.
Runner

* Runner
* Still

A fast, dangerous zombie. It deals damage nonstop.

Nickname "**Runner**" is an infected dressed in a black hoodie and black shorts.

Compared to Girl, Runner is much more manageable due to his lower damage and lacks an ability to deal critical hit even though his health is higher, although a swarm of Runners could still be slightly dangerous, as they are capable of making a major push towards the bus. Due to this, the same strategies used against Girls can be used against Runners.

When the barricade hasn't been destroyed and the 37-second timer reaches 0, a large wave of Runners appears alongside a large wave of Witches. This will always occur on every regular and challenge mission (excluding Mission 1) in stages 1, 2, and 3 with the number of zombies progressively scaling up.

## Trivia

* Runner can be met as early as Mission 2, as he is a part of stage 1's final wave.
* In the game files, Runner is referred to as "Hunter" which is a reference to the special infected of the same name from the Left 4 Dead franchise.
* Both Runner and Girl share the same journal entry descriptions.
Skeleton

A very weak and slow zombie. It erupts from the ground in graveyards.

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

Skeletons usually appear on missions that take place near graveyards. Although some walk into the battlefield, a large majority of them rise from the ground, allowing them to skip some distance before continuing towards the bus. Skeletons tend to spawn close to the barricade, but some can spawn as close to the halfway point between it and the bus. Skeletons will continuously spawn out of the ground until either the barricade is destroyed or when the horde that appears after the 37-second countdown is over.

They are vulnerable to attacks while they crawl out of the ground and have a slow attack speed. Combine that with their very low damage, health, and move speed, large gatherings of Skeletons act more as an obstacle for units who are trying to fight other zombies or reach the barricade. Groups of Skeletons can easily inspire fear in units, so it's possible for them to overpower a single melee unit. The most efficient way to clear the path is by constantly spamming melee units together. Ranged support like Farmer is also advised, especially if their numbers grow too numerous to handle with melee units alone.

## Trivia

* Its ability to suddenly burst from the ground is based on the popular trope of zombies (and anything unliving or otherwise) rising from the grave, although its usage in modern zombie media has been stagnant. This ability would suggest that even corpses that have been buried cannot escape from the plague, causing them to reanimate and escape out of the ground where they were buried. The same would also be true for Dark Skeleton.

## Gallery

Journal entry.
Junk (Item Set)

**Junk** is an early game item set. It consists of cheap, expendable items made out of materials commonly associated with trash.

## Items

Junk items are available in Common quality only. The set includes following items:

## Set Bonus

This set provides a +10 flat bonus to health of its wearer.

### Analysis

The starting set of many players, Junk serves as an alright beginner option that can aid weaker units in completion of some early missions. Still, it's generally advised against upgrading it, since there are better things to spend coins on during early game.

This set sees best use on melee units, as rangers don't care about protection as much during this period of the game. Builder is a notable example, as he has adequate base damage, and doesn't cares about Adventurer set as much.

## Location

Below table displays which Supply Runs have the Junk set in their reward pool.
Vehicles

**Vehicles** are one of the key elements of Dead Ahead, as they are used to ride away from the zombie horde.

## Gameplay

Vehicles are controlled by sliding a finger up and down over the touchscreen or pressing the corresponding buttons on the right side of it. To increase speed it's required to hold a double arrow button in the left corner of the screen. Simply tapping it also gives a small boost.

Each vehicle has three characteristics in range from 1 to 10 which determine their efficiency:

* **Speed** determines the maximum achievable velocity. 1 bar equals for 10 km/h, with lowest max. speed being 50, and max – 140;
* **Mass** determines how big the loss of speed on impact is. The bigger it is, the more speed the player keeps. However, maxed out mass doesn't prevents losses completely;
* **Controls** determines how fast the vehicle moves up and down;

Characteristics of each vehicle can be improved via individual upgrades, which cost some coins. A total of two upgrades can be made, each giving a vehicle a new status: from regular, to "advanced", to "super".

Each vehicle can be repainted – player can change three colors: of the vehicle itself, the helmet, and a large stripe on it.
Daily Gifts

**Daily Gifts** are a function that can be accessed from the main game menu. It grants the player useful rewards at different time intervals.

## Collectible Gifts

### Gift 1

Redneck is attempting to pry open a blue crate with his shovel.

* **Reward:** Level-dependent number of coins.
* **Timer:** 6 hours.

### Gift 2

Redneck is breaking a wooden crate with his shovel.

* **Reward:** Level-dependent number of power points.
* **Timer:** 3 hours.

Players can sometimes watch an ad to skip this gift's timer and claim the reward instantly, up to six times a day. Three ads are available every 12 hours but the ads timer only starts after the third ads finishes. If the third ad is left unwatched, it will reset after 24 hours.?

### Gift 3

Mr. Buff is brewing something with a chemistry kit.

* **Reward:** Two random buff items.
* **Timer:** 8 hours.

Players can choose to pay 1-10 money to instantly get this gift's timer and claim the reward instantly. The amount of money that must be spent lowers depending on how much time is left before players can claim the reward normally.

## Time Points

The player gains Time Points by claiming Daily Gifts rewards, one Time Point for each gift. When a set amount of Time Points are collected, players receive some cash.

Order of Time Points rewards:

1. **7 points:** 5 cash.
2. **7 points:** 5 cash.
3. **14 points:** 17 cash, order resets.

## Trivia

* Redneck appears in his old DA: Quarantine sprite for both Gift 1 and 2.
* There used to be a bug where if players completely ran out of Buff Items, after claiming Gift 3 for free, instead of requiring 1-10 money to skip the timer, it would only cost 1 coin. This would remain until the player watches an ad for the second gift or exits the daily gifts screen.

## Gallery

Daily gifts menu used up until version 3.6.2 release.Daily gifts menu from DA: Quarantine. Note a different amount of time points required to obtain the legendary case.
Andrómeda (galaxia)/Galería

## Imágenes

Las estrellas calientes queman brillantemente en esta imagen del explorador de la evolución de la galaxia de la NASA, demostrando el lado ultravioleta de una cara familiar.Ultravioleta.Infrarojo.Rayos-X.Las numerosas "personalidades" de nuestro gran vecino galáctico, la galaxia de Andrómeda, están expuestas en esta nueva imagen compuesta del *Galaxy Evolution Explorer* de la NASA y del *Spitzer Space Telescope*.
Daily Tasks

In order to speed up progress, players can complete **daily** **tasks**.

Each day, the player can receive a random set of tasks, located in a separate tab on the Daily Gifts menu. Completing said tasks rewards the player with some coins and survival points, and completing all three tasks grants a bonus money reward.

## Daily Tasks list

This is a list of all possible tasks that can be assigned. Players always get three randomly chosen tasks. There is no way of resetting the tasks given. Players can only get quests than can be done with what they have right now.

However, for the "Complete a Supply Run at X" quest, it can appear as soon as you unlock the location even if you haven't unlock the Supply Run missions at that location. This become a problem with later locations, which become increasingly harder potentially stopping players from unlocking those Supply Run missions.

```
- Burn corpses on the battlefield
- Collect Rage Points that drop on the battlefield
- Collect Courage Points that drop on the battlefield
- Deal Crit. Damage to enemies
- Damage enemies
- Deal damage to a barricade using the X
- Use the activated ability of X (unit)
- Deal Fire Damage to enemies
- Freeze your opponents
- Heal allies
- Find items
- Kill zombies
- Destroy enemies with an explosion
- Kill zombies using the X (support item)
- Kill X zombies
- Resurrect allies
- Win missions
- Complete a Supply Run at Location X
- Complete a mission without spending Rage Points
- Win a Skirmish
- Complete a mission after surviving the final wave
- Complete a mission with the X Team Power
- Complete a mission without using ranged units
- Complete a mission without using support items

```
SWAT (Zombie)

A very strong zombie wearing a bulletproof vest.

Nickname "**SWAT**" is an infected dressed in a partially damaged set of black full-body, bulletproof armor suit. Blue energy and yellow pustules cover a part of his swollen head. He has large sacks around its neck and portions of flesh have expanded to the point of nearly bursting in some areas of its armor. He has a blue eye. A small piece of armor covering, possibly a part of a helmet or gas mask, remains fixed above his other non-glowing eye.

SWAT is one of the most difficult enemies to defeat in stage 8 thanks to his very high health and resistances against both bullets and fire. Certain powerful strategies related to ranged units become fairly less effective by requiring more of them for a similar degree of success with non-resistant enemies. Fire is completely ineffective, rendering many fire-related rage abilities and units useless against him. Because his resistance is exactly 50%, using Fury buff nullifies the penalty, allowing ranged units to inflict regular damage and kill relatively quicker. Despite his slow speed, he can overwhelm units fairly well since he doesn't stop moving too often and has a fairly quick attack speed. His other main weakness is his lack of knockback resistance for his extreme resilience.

Willy and Dr. Norman are both great unit thanks to their ranged attacks that ignore SWAT's bullet resistance, as well as greatly delaying SWAT. Willy can also knockback SWAT at close range, giving him a better survivability. However, they should be supported by other units, preferably fast melee units since both don't do enough damage on their own.

Using fast melee units with knockback like Private Rodriguez and Mechanic is always a good option as they can push SWAT back and still hurt him greatly. Guard is a bit more effective against SWAT as he not only has similar movement speed and knockback but also higher health and damage. Juggernaut is also a great choice thanks to his massive health and his main weapon deals a guaranteed knockback, allowing him to tank SWATs while dishing out more right back at them. Although Paramedic Nancy has the identical perk, she is not recommended due to her slow attack speed, and her inadequate health means that SWAT can quickly and easily kill her, though she can still be used to support other units.

### Abilities

* 50% bullet resistance.
* Immune to fire.

## Trivia

* SWAT has the ability to stun on critical hits, which goes unused as it cannot perform any.
* SWAT appears to be equipped with armor similar to that of the TMF units, combined with the fact their name is identical to the Swat unit, it implies they were one, despite the fact that TMF units do not turn into zombies upon death.
Locust

An ordinary running zombie.

Nickname "**Locust**" is an infected convict dressed in an orange prison jumpsuit. A small mound of blue energy sticks on his head and a larger mound with several blue insect-like limbs and a tail sticks out from his back. His arms have also become more insect-like.

Locust is one of the final and most dangerous runner-type enemies in the entire game as he has fairly high DPS thanks to his fast double attack and health, both of which are much higher out of all runner-type enemies encountered thus far. It's advised to prioritize this zombie as he can easily destroy the bus fairly quickly.

Melee units with the knockback perk and high enough health can deal with it well enough. As such, Private Rodriguez and Mechanic are some of the best options. Private is spammable and fares well against him thanks to his knockback perk and fast attack speeds. Mechanic, on the other hand, is guaranteed to kill the first Locust he runs into it when properly upgraded, if not more so if he has his special ability unlocked, allowing him to kill multiple Locusts instead of just once. For ranged units, Policeman Diaz is highly recommended as he can take several of Locust's hits and can kill him relatively quickly with point-blank shotgun blasts. Sonya is also a strong choice due to her high DPS and being able to keep Locusts back should he get too close.

A precisely placed Red Barrel can block Locust's way for a brief moment and deal a decent amount of damage by its explosion and subsequent fire pool. Molotov can also work but it should be thrown ahead of Locust's path to minimize the chance of it slipping just past its radius and to deal the most damage possible.

When the barricade hasn't been destroyed and the 37-second timer reaches 0, a large wave of Locusts appears alongside a large wave of Witches. This will only occur in missions 140 and 141 in stage 8.

### Abilities

* Very fast attack speed.
* Double attack.

## Gallery

Journal entry.
One-armed Soldier

A sturdy, powerful zombie. Its attacks can knock enemies back.

Nickname "**One-armed Soldier**" is an infected dressed in a black t-shirt, an urban camo jacket, and urban camo pants. He carries a weapon attached to a brown sling on his back. One of his hands have swollen into a large, grotesque lump.

One-armed Soldier can be a problem to fight against for lower-level players due to his very high health and critical attack that causes knockback, making it fairly difficult for spam melee units to efficiently hit it. His knockback immunity also prevents him from being pushed entirely.

Damager class units such as Builder, Grenadier, and Firefighter are all good choices for melee units thanks to their knockback resistance, high health, and good melee damage. Bringing Medkit along can also greatly assist them. It's also highly recommended having some ranged units sent out when fighting against him to provide support to melee units from a distance, as One-armed Soldier cannot fight them and will be whittled down eventually.

Although One-armed Soldier possesses fire resistance, it’s fairly negligible, and fire is still fairly effective against him, so Red Barrel and Molotov are good options to use when fighting against him.

### Abilities

* Fire resistance (30% damage reduction).
* Knockback resistance.
* Can deal critical hits, causing knockback.

## Trivia

* One-armed Soldier used to have a different sprite in Dead Ahead: Quarantine.
* The name of this enemy may be a reference to "One-Armed Bandit", a colloquial name for a Slot Machine.

## Gallery

Journal entry.One-armed Soldier's DA:Q sprite.
Medic (Zombie)

This enemy causes an infection that increases the health of all zombies within a small area.

## Base Stats

###  Speed

4

Nickname "**Medic**" is an infected dressed in a lab coat and blue pants. Its rib cage and chest have burst outward, causing almost all of its ribs to stick out at unnatural angles. It emanates floating blue particles around its body.

Medic has a unique ability to give all nearby zombies around itself SP (Shield Points) which acts as a separate health bar, able to dismiss an attack exceeding its value, but is unable to stop status effects. This is done by Medic expelling out a gas (or "infection" as pointed out in its journal description) in a fashion similar to sneezing which it does incredibly often. The ability has a fairly large radius of effect (approximately Medkit's range for comparison) and Medic can perform it an unlimited amount of times. Unlike Big Blue's regenerative ability, Medic does not actually heal all zombies. Additionally, it cannot use its own ability on itself, and is unable to attack while doing so. Despite that, Medic and its ability does serve its purpose of keeping others zombies alive for a bit longer, and can be annoying if accompanied by the likes of Necromancer.

Medic, and more specifically, its ability, can be very dangerous as it can seriously hinder a push and slow down progress during the mission. The SP Medic provides allows zombies to survive powerful hits such as a Grenadier's grenades or Mechanic's additional damage attack so long as they have at any amount of SP left. If zombies are fought while Medic is nearby, they can reapply SP over and over again. This can potentially keep them alive long enough for them to kill opponents while taking little to no damage to their regular health. As stated earlier, Medic cannot use its own ability on itself to gain additional protection but can benefit from another Medic.

Due to Medic's ability constantly stopping it in place on top of its already slow movement speed, it typically keeps itself safe in the backline or in the middle of crowds, allowing it to constantly provide SP to all zombies around it while staying out of reach from units. However, it is vulnerable to rage abilities, meaning players can simply bypass this issue by dropping Empty Barrel, Red Barrel, and even Molotov directly on it to quickly eliminate it. Red Barrel and Molotov are particularly powerful, as SP does not stop their fire damage. While Grenadier isn't able to damage zombies directly as long as they have SP, an unprotected Medic is a very easy target.

### Abilities

* Provides 30 SP to nearby zombies occasionally, reset on repeated applications.

## Trivia

* Medic has an appearance very similar to Skeleton.
* SP granted by Medic will not allow zombies to survive certain lethal attacks, such as being run over by the bus .

## Gallery

Journal entry.
Princess Rescue/Strategies

This page is used for sharing strategies for Princess Rescue event.

## General Info

Because there's no way to change the deck you can use during the event, there's, consequently, no variation in tactics you can apply.

## Strategy

### Preparations

The most necessary rule is that you must have *every* offensive rage ability presented in the event. Otherwise, it's simply not worth the effort, as lacking even one of them makes things that much more difficult.

Minimal levels for every ability are as follows:

* Empty Barrel: Level 12
* Red Barrel: Level 10
* Molotov: Level 10
* Nitrogen: Level 8
* Turret: Level 11

### Process

The main strategy is to place barrels in such a way that they block zombies' path. In early stages, all abilities can be used to directly damage enemies, however, as soon as Witches begin to appear, barrels and turrets should be placed closer to the bus to protect it. Nitrogen should be dropped from time to time to slow down larger swarms, Molotov – to eliminate them. It's advised against using Bill's grenade as it makes him stop using his rifle, which is notably more effective.

Certain enemies are much harder to kill than the others, mostly because they can't be easily killed by Bill's rifle. It's advised to always have at least one Molotov on ready to deal with bullet-resistant enemies, and at least one Turret to deal with some of the last enemies, Swat and Big Blue in particular.

Since Princesses are "neutral" entity, they get attacked by zombies *and* take damage from players' abilities. Their very low health of 9 makes them succumb to basically everything in one hit. Obviously, players should try to target their enemies in such a way that princesses won't get hit. Most of the time it's simply impossible to save princesses, because zombie's push is overwhelmingly strong. In particular, it's pointless trying to save them at the point when Charged Zombies begin to arrive in huge numbers.

In the best case, the player should be able to save 10-15 princesses before the push becomes unbeatable.

Unless the player has all abilities unlocked and leveled up to very high levels, it's unlikely that they'll be able to continue fighting after the first full set of waves ends, as their bus is bound to take great amount of damage.

 Bosses
Startup (Item Set)

**Startup** is an early game item set. It consists of bright yellow items, all sharing a theme of training.

## Items

Startup items are available in Common and Rare quality. The set includes following items:

## Set Bonus

This set adds +2 to unit movement speed. It stacks with anything else that boosts unit speed, including special abilities of Flamethrower and Policeman Diaz.

### Analysis

Among all early game sets, Startup is the least useful one, since its bonus is quite niche and doesn't boost other stats. While its rare variant can give almost the same number of bonuses as a full set of Junk and Adventurer, this requires making a significant investment which you won't be quick to recover from.

Farmer and Policeman Diaz are the only units who might want to consistently use Startup throughout early game, since they have very slow walking speed. The only other use case for this set is in missions with sandstorms, but this can be avoided if you approach these levels smartly.

## Location

The tables below display which Supply Runs have the Startup set in their reward pool.
Amendment to Profitize Azkaban

* All carriers of the Dark Mark, which signifies allegiance to the Dark Lord Voldemort, will hereby receive the Dementors Kiss to conserve money for more important matters. Their heirs or family may pay a fee to keep their family member or family members alive, which starts at 150,000 Galleons per life sentence, payment will be due within 24-hours of request.

* This amendment to the Azkaban Charter enables the the Ministry of Magic to allow foreign governments to keep prisoners within Azkaban for a fee, which shall cause Azkaban to become a source of revenue for the Ministry of Magic.
Wall Mart

**Wall Mart** is the first weekly event introduced into the game.

The event takes place within an overrun megastore. The bus is parked near a pair of checkout aisles in a section of the store with a collapsed roof, surrounded by grass and basic plant life.

The main goal is to fight against an endless zombie horde until the player's bus gets overrun by them. Player's kills are counted as a score which is shown on a leaderboard.

Formerly, the main reason to play this event was that it could be used to earn large sums of coins, as in the past if player units could manage to get past the checkout, they would get extra coin drops. Currently, the event is more about reaching a high position in leaderboards, although it's still possible to get coins.

## Enemies

Before an endless horde arrives, the player has to endure several waves. Each wave starts as soon as the player deals with at least half of enemies from the previous one.

* On field from 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 27-30 seconds cooldown will start. This wave will last till the countdown end.

After the timer ends, endless horde arrives.

This phase consists of the following enemies:

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

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

When it reaches 6 minutes, the run will be ended forcly.

## Rewards

* A gold vault of 20 coins is spawned for every player-owned unit that gets past the checkout.
* Players can complete goals based on total zombie kills, which will grant extra rewards:
	+ **15 kills** - 100 Coins
	+ **100 kills** - 250 Coins + 250 Tokens
	+ **250 kills** - 10 Cash + 250 Power Points
	+ **400 kills** - 500 Coins + 500 Power Points
* Top 100 players receive 10 blue keys by the end of the event.
* Top 200 players receive 1,500 coins by the end of the event.
* All other participants receive 500 coins by the end of the event

## Trivia

* Wall Mart is a pun on "Wall" and "Walmart."
* Before update 2.6.0, Wallmart Event was notably easier, having four times as fewer enemies appearing, and having 7 seconds delay between enemy spawns during the endless wave. Additionally, Monk was presented in the event too.
* Before update 2.7.0, it was possible to trigger noise level increase in Wallmart, but it would have no effect on the enemies' spawn rate.
* Unlike other levels the final wave timer is set at 2:20.
Outdated pages

Currently a WiP

This page is meant as a list of all the pages with outdated information that should be fixed

Supply Runs : Every location's item supply run is outdated(cant confirm anything for location 8)

Level Data: Cost to upgrade units is wrong for levels 7,8 and 12(maybe special ability cost is wrong as well)

Locations (DA:ZW): subsequent clear rewards are missing everywhere
Roulette

**Roulette** was a feature that existed in the game until it was disabled in update 1.9.0.

It was a mini-game that players could play to have a chance to obtain upgrade items, coins, fuel, buff items, and military cases in exchange for chips. The player was always guaranteed to receive a reward after playing.

### Chips

**Chips** were a special resource that could be used to spin the roulette. One chip was required for each play.

There were only two ways of obtaining the chips:

* The player would be able to reclaim a free chip after waiting for a certain amount of time. The waiting period equated to approximately one hour at the very beginning of the game, and every time after obtaining a chip, it would increase by a certain amount of minutes.
* Every day, an occasional offer could appear, offering to watch an ad for a free chip. A total of three ads could be watched at once.

## Rewards Pool

* 1 chip;
* 3 fuel;
* Coins:
	+ 100 coins;
	+ 250 coins;
	+ 500 coins.
* Upgrade items:
	+ 1 random upgrade item;
	+ 2 random upgrade items;
	+ 3 random upgrade items.
* Buff items:
	+ 1 random buff item;
	+ 2 random buff items.
* Military cases:
	+ 1 military case;
	+ 3 military cases.

## Gallery

An NPC from free chips ad offer.
Armored Skeleton

A fast zombie whose military gear protects it from bullets.

Nickname **"Armored Skeleton"** (AS) is a Dark Skeleton dressed in an armored vest and a black combat helmet.

While not being the first bullet-resistant enemy in the game, AS is certainly the first of them to possess a bigger threat for low and some medium level players simply because of its quicker movement speed. Although it has a chance to turn into another zombie after being defeated, this is usually negligible as it becomes a more fragile enemy.

The most efficient way of dealing with AS is with melee units and fire. Melee units, preferably fast ones, work well when swarms of AS are lined up or arrive one by one. Molotov and Red Barrel are very efficient when it comes to fighting large groups of AS. Additionally, ultimately killing AS with fire will guarantee it won't turn into Dark Skeleton after degrading.

It should be noted that their appearance on some missions doesn't mean that using ranged units is a bad idea. In fact, they can help get rid of other zombies present on the battlefield without bullet resistances and allowing melee units to focus on AS. Bigger groups of decently upgraded ranged units can even chip away at their health and kill AS themselves, more so if they are able to bypass its resistance somehow.

When the barricade hasn't been destroyed and the 37-second timer reaches 0, a large wave of AS appear alongside a large wave of Witches. This will always occur on every regular and challenge mission (excluding missions 140, 141, and 142) in stages 4, 5, 6, 7, and 8 with the number of zombies progressively scaling up.

### Abilities

* Very fast attack speed.
* Bullet resistance (90% damage reduction).
* Has a chance to turn into Dark Skeleton upon death.

### First Encountered

* Stage 3, Challenge 2.
* Sapper has a chance of turning into this infected upon death.

## Trivia

* Although Armored Skeleton doesn't die when it degrades into Dark Skeleton (its armor simply breaks off), it still technically counts as a "kill" due to the game treating them as separate enemies. The same holds true for Sapper when it degrades into Armored Skeleton.
	+ Due to this, Austin is still able to earn coins from degrading it into Dark Skeleton. A degraded Armored Skeleton will also drop item pickups and red aura boosted ones will grant extra rage points, just like any other defeated enemy.

## Gallery

Journal entry.
Adventurer (Item Set)

**Adventurer** is an early game item set. It consists of worn out items, and has an implied theme of a "man on the run."

## Items

Adventurer items are available in Common quality only. The set includes following items:

## Set Bonus

This set provides a +5 flat bonus to main damage of its wearer.

### Analysis

Another starting set, Adventurer serves as a solid beginner option that can aid weaker units in completion of most early missions. It's generally advised against upgrading it, since there are better things to spend coins on during early game. However, if you've managed to quickly accumulate excess resources, then it's acceptable to max out at least one set of these.

This set can be utilized by virtually all units. Rangers might want to stick to it for longer, though, since they have low base damage.

## Location

The table below displays which Supply Runs have the Adventurer set in their reward pool.
Chef (Item Set)

**Chef** is an early game item set. It consists of various kitchen equipment and utensils.

## Items

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

## Set Bonus

While this set's wearer is present on field, their teammates get a 7% increase to main damage. The wearer doesn't gets the effect applied onto themselves. The effect is *not* stackable.

### Analysis

Chef is a set geared towards supports, and other units who can stay on field for a long time. The aforementioned class generally benefits from it the most, although this combo can see use on spammable fighters as a budget alternative to legendary-tier Boss, given the player will be able to spam in the first place. However, it's important to acknowledge that Chef's buff is rather miniscule, at least until very late into end-game. It's often a negligible bonus, only really superseding the likes of Teenager by not being a "selfish" option. It doesn't helps that it isn't stackable in any way.

Despite being available early on, Chef only sees its peak during end-game. If you decide to use it there, then it's advised to pursue epic-tier cups, knives, and books. A watch should be of legendary tier, with preparation time decrease. This will ensure that a Chef unit will be present on field all the time, regardless of how hostile the environment is. Nancy is the best unit to use this set on, as her pure support role means she won't miss out on any other benefits, while also providing her teammates even more help. Despite most ranged units being a solid fit for Chef, they all much rather use combat-oriented sets.

## Location

The table below displays which Supply Runs have the Chef set in their reward pool.
Soundtrack

This page contains every in-game music track.

The songs from Dead Ahead Zombie Warfare were composed by Evgeniy 'Julyday' Balaev.

## Zombie Warfare

### Battle

This theme plays during all in-game missions, every weekly event, and the old Halloween Event.

### Halloween Setup

A song that plays during the Halloween Event setup period.

### Halloween Battle

The Halloween Event fight sequence theme.

### Cutscene

Piece of an ambient loop that plays during cutscenes.

### Horde

Eerie ambiance that plays when endless horde arrives.

### Skirmish Ambience

Short ambiance that plays before Skirmish battles begin.