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The purpose of this guide is to explain a particular map as detailed as possible with the necessary images and information.

If there is anything you do not agree with on this guide, feel free to add it to the talk page before posting it into the guide!

BasicsEdit

  • Having a basic zombie escape gameplay experience before playing this map is highly recommended for the higher levels!
  • Knowing how to use items (By default it's pressing 'E')
  • Read the weapons articles to set up a good weapon-set before playing.
  • It can be very, very helpful if you play the map once on your own to learn all the spots and routes on each different modes.

Important informationEdit

Here is a list of imporant information that you SHOULD know before playing this map:

SpawnsEdit


There are 1 spawn at the beginning of each round which are before the entry of the labyrinth, doors open after about 25 secondes.

ModesEdit


There are 16 Game Modes (without Normal) and 7 Finals Modes.

  • 17 Game Modes:
    • 1. Normal: The default mode, the original zombie choses who to infect and the map goes on as normal as Paranoid can go.
    • 2. Random: Same as normal, but the humans that will get infected in the spawn are chosen randomly instead of being chosed by the zombie.
    • 3. Voluntary: In this mode a small river will apear in front of the humans at the spawn, humans falling there (by mistake or voluntarly) will be teleported to the Zombie Cage where they will get infected.
    • 4. Two Ways: In this mode only the North and South areas of the 1st and 2nd labyrinths will be open, forcing the players in a smaller area where they can fight for weapons or against zombies easier than when more area is available.
    • 5. Zombie Boss: The Zombie Mother doesn't get to infect anyone on the spawn, but becomes instead The Zombie Boss, wich grants him extra health and speed, making him really dangerous.
    • 6. Low Gravity: Everyone plays the whole round with lower gravity. All of a sudden the hold positions don't seem so obvious and The Core becomes a nightmare for humans.
    • 7. Static Labyrinth: On this mode the 1st Labyrinth walls will be different and won't toggle in and out of existance; finding your way to the 2nd Labyrinth is harder than it seems when you are running on a real maze.
    • 8. VIP Mode: The first human to reach the top of the "pyramid" that appears on the spawn will become the VIP. If the VIP dies, all the humans will get teleported to the White Room and die.
    • 9. Massacre at the Buyzone: The zombie won't be able to infest at will on the spawn, he will instead be free to follow the humans into the Black Tunel and enter the 1st Labyrinth the same way humans do (right behind them) instead of having to teleport from the Zombie Jail.
    • 10. Trigger Madness: This mode is very much like normal mode, with the main difference that a random global trigger (like reverse controls or total darkness) will be fired every 10 seconds automatically.
    • 11. Lords of Destruction: In this mode, Titan Monster, Balrog and T-Rex will be available for zombies from the begging, but no weapons for humans. The 1st Labyrinth action takes place in an open area in a Face-to-Face style.
    • 12. Face to Face: In this mode, Titan Monster, Balrog and T-Rex will be available for zombies from the begging, and so will almost all human weapons. The 1st Labyrinth action takes place in an open area in a Face-to-Face style.
    • 13. Ultimatum: In this mode a randomly selected item for each team gets repeated 8 times and they get all placed at the begging instead of their normal places. This mode has two variables: On the Normal one the human triggers will apear at the spawn, the zombies ones in Jail, and people will play all around the labyrinths normally. On the Face-To-Face mode both the human and zombie items appear all in the same open space used for Lords of Destruction mode.
    • 14. Reverse: The map will play backwards; players will start at the Coliseum, then move to The Core, then to the 2nd Labyrinth and the 1st Labyrinth only to finish the round on the very spawn.
    • 15. Coliseum Carnage: Both humans and zombies will be given some special items and be forced to fight at the Coliseum. After around 3 minutes the buttons that enable the Coliseum Nukes become usable for humans and must be pressed in order to kill the zombies.
    • 16. Ascension: In this mode players only play throught the Core will ascending upwards. However the paths and holds in the Core are more numerous in this mode as new paths appear.
    • 17. ZM: This mode plays pretty much like a ZM map instead of a ZE map. The Labyrinths and the Core are closed on this mode, wich only allows player to run throught the Spawn, the Zombie Jail and the Coliseum.
  • List of Finals Modes:
    • 1 Shoot 1 Kill, the best mode to make frag, zombies have 1 HP, shoot 1 bullet to kill a zombie.
    • Touch them Kill them, you have just your knife and you cut all zombies. (type !weapons to have a weapon and kill all zombie simply but this is not fair-play for the other human)
    • The Titan Mode, one zombie survive, the other are kill and he control a Titan Monster or a Balrog, you must kill it by shoot.
    • Normal Nuke, a Nuke arrive which it kill all zombies and humans who are too close buttons.
    • Kill all without help, (DON'T CHOOSE THIS MODE, YOU CAN'T SURVIVE) zombies have all their HP and can cut you simple.
    • Easy kill Zombies can't Move, zombies can't move so you can kill these very easy.

Special Items (Pickable)Edit


In Paranoid there are 40 Special Items which can be picked up by players. A frequently asked question is: "How do I pick up items??"

It's very easy:

  • If the Special Item is attached to a pistol or a primarie weapon, you must drop your pistol or your Primarie Weapon which you are holding, and then walk through the item/prop. If you have re-picked a weapon and the object is following you, then you picked up the object. If you want to drop it again, simply drop your weapon.
  • If the Special Item is attached to a grenade, you must throw (you can't drop) your own grenade (if you have one) BEFORE touching the item. If you throw the grenade while touching the item you will destroy it as if the grenade you just threw was the one the item is attached to.
  • If the Special Items that are attached to Knives, you must touch the knife attached to Special Items attached. The Knives can't be dropped at all and the Special Items only disappear when the user dies. You lose your knife and all your weapons and can pick the one which contains the Special Item. For this reason is a good idea to drop your weapons before picking the item, so you can recover them afterwards.



With up to 40 Special Items, Paranoid is easily the map with most Special Items. At this time (Paranoid Rezurrection V11.5) it contains 26 for humans, 12 for zombies, and 2 neutral items for either team.


Humans's Special Items

1. The Freezer Gun: One of the original 4 Special Weapons. When used it will shoot a ball of cold that will freeze zombies in an area after exploding; it explodes on impact. Can only be shoot once before needing to cooldown, at wich point a noise and a particle will appear to indicate its ready again. Special Zombies and Monsters that may remove the frozen status if they have a special move that changes (or even freezes) their speed.

2. The Flamethrower: One of the original 4 Special Weapons. Shoots flames in a frontal cone that will do moderate damage and ignite zombies. It has limited fuel, so don't keep it throwing flames when they are not needed. Many times is worth enabling it for just half a second just to get the zombies ignited. If enough fuel is saved for The Core final stand, its a very powerful weapon that will keep hurting and igniting zombies.

3. The Giant Chainsaw : One of the original 4 Special Weapons. This weapon is the only one that doesn't need to be used since its allways active (even before picking it up!). It will greatly hurt and push zombies with its giant saws. The weapon still hurts zombies when is laying on the floor after the owner dropped it on purpouse or upong death.

4. Rocket Launcher: One of the original 4 Special Weapons. When used it will shoot a bouncy rocket that will hurt and push zombies on impact. A new rocket can be shoot around every 10 seconds and they are unlimited. Rockets can bounce in weird directions when hitting floor and walls; and even if its usually considered one of the weakest Special Weapons on Paranoid, its damage shouldn't be understimated.

5. The Gravity Gun: This weapon can be used to pick up and launch props that appear within the map. The props appear in places related to where the Gravity Gun appeared. When you use the weapon it will throw the item/s that is/are picked, and those will do damage to the zombies depending on their type. The Giant Saw is one of the easier ones to aim with and has a great damage output, second only to the one that comes from the cat radgdoll that will angrily miaow when throw. Non-picked up items (like a laying Giant Saw) will still do damage everytime the Gravity Gun is used. Items being held with the gravity gun can (and will) block players; and will be lost if you go throught a teleport. When not carrying an item, the Gravity Gun can still be used to push zombies away; it pushes a considerable distance, but its area of effect is very small and usually requires a good latency to time it correctly before being zombified.

6. The Vulcan Minigun: When active this weapon will shoot bullets non stop on front of it, hurting and pushing zombies. The more time its active, the more it will heat. If it gets overheated a voice message will warn you; if its still not turned off, a new voice message will trigger and the weapon will explode shortly afterwards, hurting (and probably killing) both Humans and Zombies alike. If not abused (overheated explosion) it gots unlimited ammo. Is one of the strongest Paranoid Special Weapons due to his high knockback and movibilty.

7. The Singularity Cannon: This special weapon, unlike most of the Paranoid Special Weapons, is attached to a Primary Weapon, allowing you to combine it along with one of the multiple Special Weapons that are attached to pistols. The Singularity Cannon has only 3 charges, and there is a cooldown between charges of around half a minute. When shoot, it will create a slow-motion bullet-like moving "black hole" that will attract zombies towards it, most of the time dragging them away from the shooter. However, made out of 90% recycled Fail Nades, this weapon has the highest chances of back firing or just plain actting weird; so is advisable using it only as a last resort or with complete knowledge of how it exactly works.

8. The Thundergun: This weapon has 4 charges. When used it will shoot a tornado-like bullet that will push away all the zombies and monsters it encounters on its path. Doesn't sound like a big deal, but when used in the correct situation may turn a hopeless situation into an easy victory. This weapon is a reference to its counter part from Call of Duty Black Ops 2.

9. The Barricade Gun: This weapon has cooldown and can only be used around once every minute. It will place itself on the ground along with some solid sand bags, not allowing the owner to move for its duration. While the weapon is in this mode (active) it will shoot non stop in a straight line (but can still be directed by the owner) hurting and pushing zombies, in a very similar way to the Vulcan Minigun. On top of that it will keep giving infinite ammo to the owner and people inside its small area of effect. The only downside of this great weapon is not being able to move while making use of it.

10. The Earendil Light: Directly from ZE LOTR Mount Doom from the same author, this item will create a small area of light where zombies are not allowed, pushing them if necesary. It gots a quite long duration for a not so long cooldown, and can easily save you from the most dire situations, since no zombie will be allowed inside for its duration.

11. The Gandalf's staff: Directly from ZE LOTR Mines of Moria from the same author, when used it will push zombies in a big area away from the owner. Has a medium cooldown. If you bring this staff to the middle of the final bridge in The Core, it will trigger the "You Shall Not Pass" message and break the sides of the bridge, making it easier to defend; as a reference to both Mines of Moria (Movie and ZE Map).

12. The Sprint Pistol: When used the owner will gain a great speed increase for several seconds, and a particle will follow him to make it visual that he is not speed hacking. Has a medium cooldown between uses. Is often considered a twin pistol to the Invulnerability Pistol, both looking the same, being added on the same version on similar spawning places, and having (until recently) mirrored durations and cooldowns.

13. The Invulnerability Pistol: Will make you inmune to zombification and some sources of damage. This weapon will make you glow green on use. Has a medium cooldown between uses. Is often considered a twin pistol to the Sprint Pistol, both looking the same, being added on the same version on similar spawning places, and having (until recently) mirrored durations and cooldowns.

14. The Car: Once picked up, this vehicle will pop in and out of existance randomly. When its present it will grant the owner increased velocity aswel as pushing zombies; and when it dissapears it will give him back a normal human speed. Is easily the worst Paranoid Special Item; not being controllable, and its bonus when present not being that great (inferior to the speed granted by the Sprint Pistol).

15. The Invisibility Field: When used it will create a huge spheric area with a medium-large duration inside wich every human turns invisible, making them harder to be spotted by zombies; or even allowing them to see better throught themselves when stacked on a small hold. Sometimes people wonder about how usefull this item really is; but we all agree that its effect looks really cool (both the particle and the humans turning invisible inside of it).

16. The Grenade Maker: Everytime you use this special item it will create a normal HE grenade that humans can pick to use. This item has no cooldown but can only spawn a total of 15 or 20 grenades before running out of grenades. This item doesn't look really great, but can make a huge difference when used smartly on a server with Napalm Grenades that ignite zombies.

17. The Teleporter: When used it will create a small portal in front of the owner that will teleport any zombie or monster that touches it back to the Zombie Jail. Its a very powerful weapon if used at the correct time, but has only a single use and sometimes is hard to tell if you are even holding it since it lacks any visual indication when is not enabled (at wich point a very visual portal appears in front of you and you go hunt for zombies to touch with it).

18. The Slower Weapon: When used it will create an medium-large area around the user with a visible particle that will slow zombies down. Its a very powerful weapon if used on a key moment, but has only a single use. Like the Teleporter, sometimes is hard to tell if you are even holding this special weapon, since it has no visual indicator when is not enabled; and having only one use you can't just waste an use to check if you are holding it or a normal weapon.

19. The Jumping Bed: This item allows you to place beds every now and then on the battlefield. Only one bed can be placed at any time per each Jumping Bed item. The bed itself is solid and can be sometimes used as a barricade; but its most impotant feature is that it allows players to jump on top of it to perform super jumps. Those are useful to avoid the labyrinth walls (jumping over them) or to reach some special places. One needs to notice that even being a Human Item, zombies can still use it for perfoming the same jumps; unlike the Zombie Barnacle, a similar weapon for zombies that doesn't affect humans.

20. The Ladder: Like the bed, there can only be one ladder placed at once (per Ladder item) and is mostly used to avoid the labyrinth randomizing walls or reach special places. As its name indicates it will place a medium-large ladder that can be normaly climbed by both humans and zombies alike. It can also be used to create defensive walls to stop zombies if they can't climb to the other side of where it was placed.

21. The Builder: This item will create a breakable barricade everytime its used. It has only 15 charges, but the 15 barricades can be placed at anytime and place without having to worry about a cooldown or a limit on how many barricades can exist at once. The barricades are easily destroyed by human fire or some zombie monsters, but otherwise will slow down zombies significally if they are forced to deal with them without the help of their most powerful monsters. Sometimes, if used smartly, the barricades can be placed to reach special places or make shortcuts.

22. The Zombie Detector: This little device will allow you to know when zombies are near. It will make a sound when any zombie is close enough to the holder, and it will even draw a red line of dots towards one random zombie inside the area of effect, to know where he is comming from. The item has little real use overall, but is really fun to have and observe. As with the Giant Chainsaw, this item is always enabled and doesn't need to be used in anyway; but is not considered a weapon.

23. Unlimited Ammo Sub-Machine Gun: This weapon is just a normal KM Sub-Machine Gun with a yellow trail that follows it; however its ammo gets reloaded every second, allowing you to shoot non-stop as if you were playing on a Unlimited Ammo + No Reload server. If you were already playing on one of those... This weapon only gives you a yellow trail that follows you.

24. The Juggernaut: The Juggernaut is arguably the most powerful human item in Paranoid. Is a Knife-based Item, wich means that can't be dropped or passed, and will be on the owner's power until he dies. The human lucky enough to control the Juggernaut will get increased HP (to survive a bigger amount of fall damage) and will be inmune to zombification. For killing him, the zombies will have to deal enought damage to the Juggernaut to kill him, wich is usually several stabs, and can allow the Juggernaut to be sometimes a solo winner, fearlessly charging by itself into a full horde of zombies.

The Juggernaut has two special moves, both activated with Second Mouse Button while holding a knife. To cycle from one special attack to the other you have to use the E button. This may change in a future version of Paranoid moving the Juggernaut Controls back to its original Left/Right Mouse buttons for Attack/Charge attacks.

The Juggernaut's special move "Attack" will stop him where he stands while he hits and attacks for some seconds; pushing away zombies and monsters alike if they are close enough to the mighty Juggernaut. The Juggernaut's special move "Charge" wil briefly stop him before giving him a big speed boost and a charging animation. While charging the Juggernaut will push zombies and monsters away like when he attacks. Unlike his other special move, this one has a cooldown to take into account.

25. The Annihilator: When both picked or used, this special weapon will trigger a Duke Nukem voice that alerts everyone that the weapon was picked or used. This weapon is so heavy that it will slow down the human picking it up. When using its single charge it will fire a powerfull straight red glowing projectile-beam that will annihilate anything on its path, zombies and monsters alike, leaving no survivor; annihilating even Pyramid Head, Zombie Boss or Titan Monster. This weapon was originaly ultra-secret when it was added; later it became just a normal secret. Right now can be obtained with a different secret, but can also normally spawn in a couple key places, making it just more rare than most of the other weapons, but still available for everyone (if lucky).

26. The Holy Grenade: Like the Annihilator this weapon is more rare than the rest, has only one charge and will kill any zombie or monster within its range when it explodes. Unlike the Annihilator, this weapon will kill humans aswel; and is often used for griefing purpouses or in an attempt to kill all the other humans to make a solo win (wich are usually detected and rewarded on Paranoid's next round with increased speed, reduced gravity, and a Vulcan Minigun for the winner). When used, the grenade will fly as if throw; then will lay where it landed and explode shortly afterwards. Its area of damage is huge and the explosion is accompanied by both a cool particle and cool sound. This weapon is a reference to the Holy Grenade from the Worms games, where it stands as the most powerful weapon.


Zombies's Special Items

1. The Titan Monster: Based on a Half-Life Gargantuan model, it was named "Titan Monster" instead because there was a famous ZE mapper going by the name of Gargantua by the time this monster was added to Paranoid. The Titan Monster is a big creature with tons of life; but reduced speed and inability to perform jumps. The zombie inside of him will have enough HP to be considered immortal, and will only die if the Titan himself gets killed. The Titan Monster has two attacks; if you use your Left Click, he will punch-attack, killing all humans on his arm radius, and pushing zombies away. If you use your Right Click he will stop briefly, growl, and perform a charge that will grant him increased speed for its duration, aswel as continous charging-damage on anything he touches. This move has cooldown and can only be used around once every half minute.

The Titan Monster used to be the biggest and most powerful Zombie Item on Paranoid. However, with the current Rezurrection versions he now has to share that position with both The Balrog and The T-Rex aswel. All this huge monsters are obtained the same way; the secret will spawn one (and only one) of the three randomly. Some specific modes may include all three at once (Lords of Destruction) or eight of the same one (Ultimatum Mode).

2. The Balrog: Like the Titan Monster, the Balrog suffers from reduced movement speed and inability to perform jumps; and like the Titan Monster he is a fearsome adversary with huge size and tons of health points. Once again, the zombie inside of him will be considered immortal unless the Balrog himself gets killed. Using your Left Click will make the Balrog use his sword-attack; stopping him while performing it and killing every human in range. Using your Right Click will make the Balrog to stop in place and growl; this is not only really cool, but will also grant increased speed to all the normal zombies within its radius. The Balrog damages and kills breakables and humans just by steping on them; so if you are on his feet, you are probably already dead.

3. The T-Rex: Like both the Titan Monster and the Balrog, the T-Rex is a huge creature with tons of health and inability to jump normally; and as with the other two humongous monsters the zombie is considered immortal until the T-Rex himself gets killed. However the T-Rex is not as slow and can't be so easily ignored. Like the Balrog has stepping-damage, so staying away from his feet comes second to staying away from his mouth; however his foot-damage is not as high and you can survive some seconds while trying to dodge him. Using the Left Click will make the T-Rex perform a bite attack, stoping him for the duration and killing humans in range. One may notice that this attack has a great high range; allowing him to bite people on higher floor levels than the one the T-Rex is standing on. Using the Right Click will stop the T-Rex while he performs a huge growl. All the humans that were close enought to get affected by it will tremble in fear and drop the weapons they are currently holding (this can be avoided if the weapon you have selected can't be dropped, like knives and grenades).

4. The Antlion Guard: The Antlion Guard, Synth Tunneler and Vortigaunt share the same easy-secret to appear; the secret randomly creating one of the three. The Antlion Guard gives the zombie using it increased health and speed; makes it hard to be shoot (because the model deceives what the real size of the zombie is) and will hurt and push away humans that get charged (touched) by him. You can still however infect them.

5. The Synth Tunneler: Like the Antlion Guard, the Synth Tunneler is hard to shoot because how its model deceives what the real hitbox of the zombie is. However smart players will shoot him with no problems. The Synth Tunneler is a really slow creature, but will kill any human that dares to touch him at anytime.

6. The Vortigaunt: The Vortigaunt is one of the funniest Zombie Items in Paranoid. It won't give you increased speed or health, so its relatively easy to kill. When using this item you will look like a Vortigaunt, and when you press E you will stop in place and charge a special attack for half a second. When the attack occurs, you will shoot a straight attraction lightning that will push the humans it touches in your direction. This special attack has a small cooldown just sightly superior to its duration. When using it you won't be able to infect those humans many times; but the attraction will make them easy prays for your fellow zombie teamates, will throw them into a pit, or will just destroy their attempt at holding a place. If timed correctly a human can jump over the lightning to avoid the attraction.

7. Pyramid Head: Comming directly from Silent Hill, Pyramid Head is easily the most fearsome of the zombie monsters that dwell in Paranoid. Pyramid Head will spawn automatically on Silent Hill Mode, and can be the chosen item to repeat 8 times on Ultimatum Mode. However, to obtain him outside this cirscumstances, you require to find and use the Silent Hill pentagram found in one of the labyrinth sides; on a mode that supports him (you can't go to Jail to pick him up on some modes, and he is disabled on VIP Mode).

Pyramid Head is the only monster in Paranoid that can't be shoot. He is completly invulnerable to normal weapons and will relentlessly advance towards humans and slay them. When Pyramid Head is present (and not bugged, sometimes he does get affected by normal weapons) you only have two options: have a Special Weapon that can deal with him... or run! Pyramid Head is not allowed to infest humans most of the time, but he can just walk to them and then use his special attack. When performing this attack, he will freeze and swing his sword, killing every human or breakable touched by the blade. If an unlucky human is close enough to him when he performs this attack he will freeze in fear aswel, becoming an easy target. At the final corridor of Silent Hill Mode Pyramid Head will sprint in order to become a threat to humans, since he is usually slower than them. When Pyramid Head kills a human, an easily recognizable scream (from the diying human) will let everyone know what just happened.

8. The Jumping Knife: Even with the existance of the 3-Bigs (Titan, Balrog, T-Rex) and the invulnerable Pyramid Head; the Jumping Knife can be easily considered the most powerful Zombie Weapon on Paranoid- It competes with Vortigaunt as one of the most fun items to use. When picked up, this knife will make the zombie glow in a yellowish light (to be easy to spot and diferentiate from other zombies) and grant him the ability to perform amazing jumps. To make an appropiate jump its mandaroty to be air borne (usually you just make a normal jump) when using the item.The distance and height of the jump will vary depending on how low you were aiming your cursor at the time you Right Clicked to activate the special jump. The jumps have around 5 seconds of cooldown between uses. With the jumps you can bypass lots of obstacles, move faster than walking zombies or just jump inside of the human crowd if you don't get shooted away before or while performing the jump.

9. The Stopper Knife: When used, ice will appear surrounding the Zombie and he will become immortal, but unable to move. You Left Click to unfreeze, becoming mortal and able to move again, and Right Click to freeze, becoming invulnerable to any kind of damage, pushes or knockbacks. Is often considered an useless item, but can be really good on certain situations; and can be used to recover your speed after being frozen or slowed down by human special weapons or Paranoid triggers.

10. The Zombie Summoner Knife: When this item is picked up, a portal will appear on top of the head of the owner, now know as Zombie Summoner. At the same time, a teleport will appear on the Zombie Jail Room that will lead anyone touching it to the Zombie Summoner. The Zombie Summoner can also place portal-holes in the floor that will lead anyone (humans and zombie alike) to him when they enter one of them. This hole can (and should!) be "abused" sometimes, making it appear at the other side of a hold, forcing all the humans inside the hole and towards the Zombie Summoner, where he and his summoned minions can easily deal with them.

11. The Jumping Barnacle: Similar to the human's Jumping Bed, the Barnacle owner will create Barnacles (instead of beds) that will allow zombies to perform high jumps, allowing them to avoid obstacles or reach special places. Unlike the Jumping Bed, barnacles are not solid and will only work for their team (zombies). Only one barnacle can exist at once for each Jumping Barnacle item, but this is taken care of by the fact that the Barnacle Duration and Cooldown are almost the same.

12. The Zombie Boss: The Zombie Boss isn't really a Special Item. When the Paranoid's mode "Zombie Boss" is selected, the original zombie will become "The Zombie Boss"; this is the only way to become it. This gives him greatly increased speed and health, aswel as a red glow that diferentiates him from the normal zombies. Being the Zombie Boss counts as being a special monster and won't allow you to pick a new one.


Special Items for either Humans or Zombies

1. The Dog: Not to be confused with The Juggernaut, wich uses the Half-Life 2 "DOG" model. The dog will change depending if it was picked by a human or a zombie. When owned by a human the dog will look like a normal black doberman. When owned by a zombie, it will look like a dead brown dog with its head and neck cut in half, with bone-spikes emerging from the wound. Being a Knife-Item it can't be dropped by humans, and will remove all your weapons when you pick him up, so dropping them in advance (to be able to recover them aftewards) is usually a good idea.

The Human Dog will grant the human increased speed movement and make him immortal to zombification, but if the dog gets killed, he will die. The dog has only enough life to survive a single zombie knife attack, but its small and low size, along with the increased speed of the owner, makes him a hard target. When in this form the human may use Right Click (while holding a Knife) to drop explosive piles of shit in the ground (yeah, really). When touched by a zombie, they will explode. Their damage is moderate, usually killing only zombies that were previously hurt or had a really low health based on their Class and/or Server Settings. Only 4 piles of shit can be shat, and there is no cooldown required between uses.

The Zombie Dog will also grant increased speed movement to the zombie using it. This, along with the low height of the dog makes him a hard target to spot and shoot at times. When using the Right Click the Zombie Dog will perform a high jump. Unlike the Zombie Jumper, he can't use this to move faster or jump fowards; but combined with his extra speed and small size can make him a really hard target to shoot, and once he reaches the humans and the zombification begins... is usually too late.

2. The Juke Box: This item appears on top of the big monitor in the spawn area, and can only be picked up by player that won the previous round (not all victories count; usually you will only be allowed to pick this item after winning a round that teleported you as a human form the Core Elevator to the Coliseum Button Area). The holder of this item can use A and D keys to scroll between songs, and then use the Second Mouse Button while holding a Knife to make the listed song start playing.

Even if this special item can only be picked as a human (since its attached to a grenade) it will still work when you get zombified; and being on the spawn, everyone (but the original mother zombie) can pick it up, even if they are infested afterwards.

This item is probably going to be improved on newer versions; so its songs don't get stopped by the map normal soundtrack; so some of the non-counting victories start counting towards being able to pick the item; make it so you don't stop seeing the song-list after getting zombified; and may end appearing every round (instead of the current 50% chance).




GuideEdit


1.Normal ModeEdit



2.Random ModeEdit



3.VoluntaryEdit



4.Two WaysEdit



5.Zombie BossEdit



The zombie cage break but the zombie can't zombiefied you because he is bloqued by the grids, doors to the portail open and you go in it automatically. The area choose is always NORMAL AREA. In this mode there is all Special Items which are in differents area.

Mother Zombie is very fast so he is very dangerous, you can recognize it by his red colour and the red trail. If players type !zspawn when he is in the cage, they become zombies and they have during some secondes the same speed as the mother zombie.

Humans are teleported to the differents areas, and zombies choose the area that they want to go, then go to the Big Door but cover to don't be zombiefied. When you are before the Door cover 30 secondes.

After this is the same way as usual:

Go to the Giant Door, you must cover during about 20 secondes, use the power of the Special Items and controls boxes which can prevent the zombies move. Enter in the Tower, go to the left stairs, follow the way (break the little wall to pass) and go to the cover point (you must cover during 35 secondes). After the wall dissapear, you must take the stairs and go to the core, cover during about 30 secondes after the ground flies and humans who were below the core will be teleported to the room buttons of the Coliseum.

Other humans are teleported to the zombie area and will be kill by zombies. Humans winners must go to buttons, 1 can activate a button.

List of finals mode at the top of the page.

6.Low GravityEdit



7.Static LabyrinthEdit



8.VIP ModeEdit



A pyramide appear, climb it to become the VIP then the zombie cage break, zombie can zombiefied you, shoot on the zombie to repel it, doors to the portail open and you go in it automatically. The area choose is always NORMAL AREA. In this mode there is all Special Items which are in differents area.

The VIP can't use Special Items, don't take them if you are the VIP, and at the end he can't activate buttons for the final mode. The VIP has a yellow trail behind him.


Humans are teleported to the differents areas, and zombies choose the area that they want to go, then go to the Big Door but shoot on the zombie. When you are before the Door cover 30 secondes.

After this is the same way as usual:

Go to the Giant Door, you must cover during about 20 secondes, use the power of the Special Items and controls boxes which can prevent the zombies move. Enter in the Tower, go to the left stairs, follow the way (break the little wall to pass) and go to the cover point (you must cover during 35 secondes). After the wall dissapear, you must take the stairs and go to the core, cover during about 30 secondes after the ground flies and humans who were below the core will be teleported to the room buttons of the Coliseum.

Other humans are teleported to the zombie area and will be kill by zombies. Humans winners must go to buttons, 1 can activate a button.

List of finals mode at the top of the page.

9.Massacre at the BuyzoneEdit



Zombie cage break and grid dissapear, zombie can zombiefied you, shoot on the zombie to repel it, doors to the portail open and you go in it automatically. The area choose is always NORMAL AREA. In this mode there is all Special Items which are in differents area.

Humans are teleported to the differents areas, and zombies choose the area that they want to go, then go to the Big Door but shoot on the zombie. When you are before the Door cover 30 secondes.

After this is the same way as usual:

Go to the Giant Door, you must cover during about 20 secondes, use the power of the Special Items and controls boxes which can prevent the zombies move. Enter in the Tower, go to the left stairs, follow the way (break the little wall to pass) and go to the cover point (you must cover during 35 secondes). After the wall dissapear, you must take the stairs and go to the core, cover during about 30 secondes after the ground flies and humans who were below the core will be teleported to the room buttons of the Coliseum.

Other humans are teleported to the zombie area and will be kill by zombies. Humans winners must go to buttons, 1 can activate a button.

List of finals mode at the top of the page.

10. Trigger MadnessEdit



11. Lords of DestructionEdit



2 players must go in the red river, doors to the portail open and you go in it automatically. The area choose is always FACE TO FACE AREA. In this mode there is just 6 Special Items for humans (Special Items are before the Giant door to the tower and in 2 rooms you can see in the area).

All humans are teleported to the same area, and zombies are teleported in front of the humans, they can take Special Items(they aren't obligate but it is a good idea to take it), then go to the Big Door but shoot on the zombie. When you are before the Door cover 30 secondes.

After this is the same way as usual

Go to the Giant Door, you must cover during about 20 secondes, use the power of the Special Items and controls boxes which can prevent the zombies move. Enter in the Tower, go to the left stairs, follow the way (break the little wall to pass) and go to the cover point (you must cover during 35 secondes). After the wall dissapear, you must take the stairs and go to the core, cover during about 30 secondes after the ground flies and humans who were below the core will be teleported to the room buttons of the Coliseum.

Other humans are teleported to the zombie area and will be kill by zombies. Humans winners must go to buttons, 1 can activate a button.

List of finals mode at the top of the page.

12. Face to FaceEdit



13. UltimatumEdit



In this mode, a red hole appear, 7 humans must go in it to be teleported in the zombie cage and be zombiefied. The Zombie Item is choose (there are 8 same Special Items), then the Human Weapons is choose (there are 8, all players may not have it) and after this is the area choose (it can be FACE TO FACE area or NORMAL). After go to the portal. In this mode there is just the 8 same Special Items for humans and for zombies, you can't find other Special Items.

  • FACE TO FACE AREA:

All humans are teleported to the same area, Humans Special Items appear like the Face to Face mode, take it, then go to the Big Door but cover because zombies appear behind you after about 10 secondes. When you are before the Door cover 30 secondes.

  • NORMAL AREA:

Special Items appear before the teleportation, so don't forgot to take it. Then humans are teleported to differents areas and zombies also, go to the Big Door, if no zombies are teleported to your area, you won't be kill. To prevent zombies attack don't break the wood, passes through the stone bridge over by taking a ladder or by pass on the labyrinth walls. Then cover 30 secondes when you are before the Big Door.

After this is the same way as usual:

Go to the Giant Door, you must cover during about 20 secondes, use the power of the Special Items and controls boxes which can prevent the zombies move. Enter in the Tower, go to the left stairs, follow the way (break the little wall to pass) and go to the cover point (you must cover during 35 secondes). After the wall dissapear, you must take the stairs and go to the core, cover during about 30 secondes after the ground flies and humans who were below the core will be teleported to the room buttons of the Coliseum.

Other humans are teleported to the zombie area and will be kill by zombies. Humans winners must go to buttons, 1 can activate a button.

List of finals mode at the top of the page

14. ReverseEdit



15. Coliseum CarnageEdit



16. AscensionEdit



17. ZMEdit


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