Garry's Mod

Garry's Mod

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Worm's Zombie Survival - Complete Guide
By Worm
A complete guide for Worm's Zombie Survival - gamemode based off original made by JetBoom.
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Preamble

The Official server is hosted at 94.23.218.205:27015 - Come and join us!

This version of Zombie Survival is vastly different from the vanilla, including features such as:
  • More zombie classes
  • More traits & returns
  • More weapons, items, deployables
  • Nail types for barricading
  • Mining, metalworking and farming (cooking, item crafting soon)
  • RNG-based upgrades for weapons
  • Custom stamina/armor/shields mechanics
  • Electricity system
The learning curve is really steep and difficulty being much higher than any other server, though this guide should help you understand many of these differences and overcome them!
The Shop
This section is a basic rundown of all the useful stuff you can find in the shop.

Home
This category contains a variety of things. The most important things would have to be the classes, traits and returns.
Classes
Classes are ready-made loadouts that you can purchase to quickly gear up pre-round start. Certain classes also come with class exclusive items. It is recommended that you buy a class if you're still getting used to everything Corpse Hazard has to offer.
Traits
The traits section contains a whole array of different traits that you can purchase for various bonuses. It is recommended that you familiarize yourself with this section, as traits can sometimes be the deciding factor between life & death. However, a majority of traits can only be purchased pre-round start.
Returns
Returns are essentially the opposite of traits - they give you debuffs in exchange for points. Returns can be useful if you need some more points to buy another trait or more ammo. These can also only be "purchased" pre-round start. Most returns can, however, be removed mid-round if you have enough points.

Weapons
This category is rather self-explanatory. It contains all of the different weapons and ammo for all your zombie killing needs! Every weapon type has its positives and downsides. Use them all to find the type that fits you the best. (Tip: most weapons are rather expensive. Buy them at intermission, where you get a 20% discount on all shop items)
Weapon Type List:
  • Pistols
    - These are fairly cheap weapons with high crit rates, but don't have much base DPS. Certain pistols have high damage per shot however, and can be good against armored targets.
  • SMGs
    - These are also pretty cheap, but a bit more expensive than pistols. SMGs tend to have higher fire rates but low damage. They generally have quite good DPS, but fall short when faced against armored targets.
  • Shotguns
    - Shotguns are more expensive and have bad accuracy, but have good damage per shot. They are also pretty good against fast moving targets due to the many pellets with each shot.
  • 5.56mm Weapons
    - 5.56mm weapons are the most all-round balanced weapons, being the jack-of-all-trades. Good accuracy, decent damage, fire rate and affordable price make them pretty good for most situations.
  • 7.62mm Weapons
    - 7.62mm weapons are very expensive and have recoil, but in return they have very good damage/DPS rates. They are good if you have a good amount of points to spend and can handle the recoil.
  • Melee Weapons
    - Melee weapons work very differently from all the other weapons. They take stamina and you need to get up close and personal with the zombies in order to deal damage, which can lead to taking quite a bit of damage. They are tricky to use, but can have good profit as they don't use ammo.
  • Explosive Launchers
    - Explosive weapons are very good horde killers, but aren't quite as good against lone zombies. Their ammunition is expensive, so make each shot count! (And don't blow yourself up with them, either)
  • Throwables
    - Grenades and stones sums up this section pretty well. Grenades work similarly to explosive weapons and stones are cheap and don't deal very much damage.
  • Pulse Weapons
    - Pulse weapons are a mixed bag. They tend to have more of a support role though, as they cause a slowdown when they hit zombies and certain ones also having other utilities/quirks. Due to their expensive ammo, their profit does not tend to be very good. Pulse weapons cannot be upgraded or put on turrets, nor get crits.
  • Crossbows
    - Limited by their situational uses and their projectile, crossbows are less commonly used. However, in those situations, crossbows can definitely shine.
  • Sniper Rifles
    - Sniper rifles are very accurate weapons with a slow fire rate and very high damage. Sniper rifles have very good armor piercing, but don't have good crowd control due to the low fire rate. Very effective boss hunters.

Heal & Buff
This category contains a variety of different items centered around healing and buffing your team as well as yourself.
Heal Self/Others
These sections contain all of the items that you can use to heal yourself and others. Though, they should mainly be used for healing others, since you gain profit from doing so, and is also faster than healing yourself. However, healing yourself is completely fine if it's necessary, especially if there's no other medic around.
Buff
This section contains a bunch of items that are able to give you buffs in various ways. It's usually a good idea to spend some points here during a round, as these buffs can give you a good advantage. A few traits can even be bought here mid-round, albeit at an increased price.
Anti-returns
This section can be very useful is you purchased any returns pre-round start. Getting rid of your returns can be a very good idea, however, a few of the anti-returns are towards the pricy side, so give it thought first.

Cade & Repair
This category contains all of your barricade needs, whether it be a hammer, nails or a new deployable for your team.
Cade
This section contains all of the basic items needed for setting up and defending a barricade! Will prove very useful if you ever decide to build a barricade.
Nails
These are all of the nails used in making a barricade. Consider your options whenever you choose your nails, as they can make quite the impact on a barricade's life.
Repairs
This section contains all of the items and tools needed to repair and maintain a barricade. All of the repair tools have their fair share of differences, so if you're a repairer, make sure you choose the right tool for the situation.
Stations
Also known as deployables. Deployables provide their fair share of utility for the team. Consider what the team needs the most whenever if you decide to buy a deployable. Watch out so you don't buy a deployable that your team already has, though!

Resources
This category has all of the deployables and tools centered around the production and usage of resources. Very useful for a well established team!
Mining
Has all of the items required for mining. Contains pickaxes as well as a bunch of deployables for gathering different resources. (Tip: the Resource Survey deployable is very useful for getting more resources for cheap as long as you have enough outside space. Note that you need a LOT of space between resource surveys, if you want to place multiple of them)
Smithing
A section containing items/deployables primarily used for turning resources into better resources. Putting points into this section could be a good idea if the team has enough low-tier resources laying around.
Electricity
This section has everything electric. Everything you need for generating and storing electricity, as well as using it. Electricity can be an extremely useful resource, so if someone doesn't get the Electrician class, investing points into this section could be quite a good idea. You should still consider what else the team might need before investing, though.
Construction
Secure and reinforce an area with the items found in here! These can prove useful if you do it right, and can buy you precious time. This does, however, require scrap/metal/alloy, so make sure you've got enough of that before building!
Farming
Everything you need for farming resides here. Farming can provide your team with some useful resources and food, but needs to be done outside and needs resources put into it if you want to get the most out of it. If you want to be able to farm safely, consider securing an area outside first and being prepared with resources.
Stamina
This section is all about stamina and what affects it.

A picture of the stamina bar. It is situated underneath the health bar in the bottom left corner.

General Information
Stamina is primarily used for swinging melee weapons, but also has a few other uses. The amount of stamina used depends on the melee weapon. If stamina is at 90% or above, melee weapons deal +50% more damage, however, at 10% or below, melee weapons can not be swung. If stamina reaches zero, you are knocked down to the ground and are unable to do anything until your stamina comes back.

Replenishing Stamina
Natural Regeneration
Stamina naturally regenerates as long as any stamina has not been used/drained recently. The regeneration rate can be increased with the Athletic trait. A boosted Medical Bed is also able to temporarily increase stamina regen rate after fully recouperating in it.
Food/beverages
Food and beverages can be used to replenish stamina. Beverages tend to replenish more stamina than food. The water bottle is the best stamina replenishing item, replenishing 50% of max stamina (100% with the Chowhound trait). There's also the Canteen, which can be filled with water and drunk bit by bit at a time. It can either be filled at a water source in the map, or partially each time a fridge deployable is used.
Gibs
Zombie gibs can be eaten with the Cannibal trait, replenishing 10% max stamina for each gib (20% with Chowhound) as well as a little bit of health. Certain melee weapons (Bayonet, Ripper Bayonet, Butcher Knife and Machete) are able to turn gibs on the ground into meat cuts by stabbing them, which can be taken away in the inventory and eaten whenever needed.
Masochist Trait
The Masochist trait is bought pre-round start and provides stamina whenever damage is taken. It replenishes 50% of damage taken as stamina. For example: if you take 30 damage, you gain 15 stamina.

Stamina Drainers
There are a variety of things that can drain/use stamina. Here's a full list of them:
  • Melee Weapons
  • Screamer Zombie
  • Entity Boss Zombie
  • Sportacus Trait
  • Taking Damage
  • Fall Damage
  • Vestigaunt Gas
  • Flesh Mycelium Gas
  • Toxic Fumes From Deployables
  • Overdrawing the 'Hellsing' Arbalest
  • Letting your temperature go too low on a freezing map

Fragile Return
The Fragile return completely stops natural stamina regeneration. This includes the Athletic trait. If stamina reaches zero, instead of being knocked down to the ground, you are instantly killed. However, the temporary stamina regen boost from the boosted Medical Bed can still naturally regenerate stamina, albeit at a slow rate.

Radiation
Radiation temporarily reduces max stamina capacity. The more time that is spent in an irradiated area, the more radiation is applied and the more max stamina is lost. Additionally, the occasional damage taken from radiation will halt natural stamina regeneration. Read up on more about radiation in section Healing, Grievous & Radiation Damage.
Healing, Grievous & Radiation Damage
This section will be a rundown of all the ways to heal yourself and others, as well as info about various semi-permanent effects such as Grievous and Radiation damage.
A picture of a medic with a cross symbol above their head, indicating active medical item.

Ways to heal
Medkit-type tools
There are a variety of ways to heal, one of the most profitable ways being medical tools. All medical tools require medical charge to function. Medical charge works as their "ammunition".

One of the simplest medical tools is the Medical Kit. As long as it has medical charge, it heals other humans at a 1:1 ratio in front of you on a left click, and yourself on a right click (note that no points are gained upon a self-heal). It has a cooldown between heals, which is also longer upon a self-heal. There's also the Heart Kit, which is an upgraded version of the Medical Kit that has a higher heal rate and faster cooldown than the Medical Kit. The Heart Kit is a craftable item between a Sphynx's Heart (drop from a specific boss zombie) and a normal Medical Kit.
Healing Dart-type tools
Another type of medical tool is healing darts. These are projectiles that can be fired from certain weapons, namely:
  • 'Savior' Medic Gun
  • 'Rattlesnake' Medical SMG
  • 'Viper' Medical Autopistol
  • 'Lazarus' Medical 5.56mm AR
The 'Savior' fires only darts, while the other weapons have it as a secondary feature to firing bullets. Every dart takes 5 medical charge to fire and also provide a temporary speed boost to humans hit with one.
Healing Gas-type tools
The last way to heal with medical tools is medical gas, deployed from tools such as:
  • 'Guardian' Medical Launcher
  • 'Lex' Medical 7.62mm Battle RIfle
  • 'IHG-02's
Medical gas is the best way to heal large crowds, since it covers an area, but takes a lot of medical charge. The 'Lex' has this as a secondary feature. 'IHG-02's are a grenade-type class exclusive item.
Healing Deployables
There are two deployables that can heal humans: the Medical Bed and the Medical Cabinet. They are able to heal grievous damage, but require humans to actively use them.

The Medical Bed heals slowly (1hp/s), but doesn't require any points other than the cost of the deployable itself. It's often good to always have a Medical Bed available in case someone needs to heal any grievous damage, or just heal in general.

The medical cabinet is supplied with medical charge, where it can then use it to heal humans who use it (up to 10HP/use) (note: the hitbox for the medical cabinet is slightly weird. Press use on the base of the medical cabinet to use it). The medical cabinet benefits from the Hoarder trait as well, using more medical charge and giving more health per use (up to 40HP/use).

The Medical Bed can be boosted by the Medical Cabinet if the Medical Cabinet is provided with electricity and is nearby. This results in a large boost to the Medical Bed heal rate (5HP/s) and also provides humans with a temporary stamina regeneration boost and walk speed bonus if they recouperate fully. No medical charge needs to be inside the Medical Cabinet for this boost to take place, only electricity.
Food
Food is another way to heal, but is a little less reliable and not as profitable. Food also doesn't heal grievous damage. There's a whole variety of food, all healing different amounts of health and also providing some stamina. Gunga fruit is the best food-type healing item, healing 50% of max HP, with Oranges being the second best food-type healing item, both also providing a temporary damage resistance.
Traits
  • Regenerative: regenerates 1HP/6s when under 50% health.
  • Cannibal: allows consumption of zombie gibs for health (and stamina).
  • Alcoholic: regenerates 3HP/s when blacked out from too much alcohol. Heals grievous damage.
  • Chowhound: though technically not healing directly, it can help provide more health (and stamina) from food and gibs. Very useful if there's a fridge/farm around.

Healing buffs/traits
Heal Rate Boosts
There are a few ways to increase your healing rate, these being:
  • Surgeon trait: +35% heal rate. Pre-round start only.
  • Sawbones trait: +65% heal rate. Pre-round start only.
  • 'First Aid for Dummies' book: +35% heal rate. Effect stacks.
  • 'Modern Medicine' book: +70% heal rate. Effect stacks.
Advanced Biotics
There is also the trait called Advanced Biotics. It gives medical darts/gas the ability to also restore stamina, as well as the ability to damage zombies. Zombies damaged by advanced Biotics become acidifed, resulting in a temporary damage increase against them. Additionally, any missed medical darts can be picked up again, however, a bit of medical charge is still lost. None of these effects apply to the Medical Kit/Heart Kit.

Grievous Damage
Grievous damage as a glowing bar, directly on the Health bar.
Grievous damage are deep wounds that cannot be healed easily. It is taken occasionally when being hit by certain zombies. It is shown as a red bar that covers a portion of the health bar. The amount of grievous damage taken and the chance to receive grievous damage depends on the zombie class the attacker is. Most medical tools are unable to heal grievous damage.

Healing Grievous Damage
Grievous damage can only be healed in a few ways. The Medical Bed and Medical Cabinet deployables are the main ways to do so. The Medical Bed, although not very fast, is good for a team that needs to heal grievous damage but don't have a lot of points to spend. The Medical Cabinet is the better of the two, being able to heal grievous damage without the need to sleep and become inactive, but is more expensive. The Alcoholic trait is also able to heal grievous damage upon a blackout, but is much less reliable. Otherwise, a Medical Kit/Heart Kit with Necrotics is able to heal grievous damage, but causes a confusion/drunk effect, the severity of this effect depending on amount of health healed with Necrotics.

Radiation Damage
Radiation damage as a glowing bar, directly on the Stamina bar.
Radiation damage is much rarer than Grievous damage, but lethal nonetheless. It is shown as a green, glowing bar that covers a portion of the stamina bar. Radiation reduces maximum stamina and also causes periodical damage ticks, more with increased irradiation, also preventing stamina from being regenerated. 100% irradiation causes instant death.

Healing Radiation Damage
Radiation can be cured by drinking any alcoholic drinks or passively over time. Note that the second method is only effective when there is abundance of healing or low irradiation, otherwise the damage ticks become too frequent and too lethal to survive for very long.
Armor & Shields
Stopping the damage
Alternatively, to reduce (or even stop altogether) receiving damage, one should consider using Armor and/or Shields. Even though both have the same objective - to keep player alive - they work differently from each other. Note that some zombie classes also posses the ability to have either or both of these.

Armor
A picture of the armor GUI, fully repaired.

Armor serves as a cheaper way to protect one against enemies, it's easy to replenish but has limits on how efficiently it can protect against various damage sources.
Armor has various statistics that come into play when one is being attacked:
  • Max Armor - Dictates how much armor a player can have at one time
  • Damage Threshold (DT) - Dictates how much damage can armor absorb before passing damage onto a victim
  • Damage Resistance (DR) - Dictates in percentage by how much % the damage that passing into the victim is reduced by
  • Deflection Value (DV) - Dictates how much damage is reduced before the damage is passed onto the Damage Threshold
  • Dodge Chance (DG) - Dictates the chance of skipping the damage, acting as a dodge
  • Repair Efficiency (RE) - Dictates how effective is repairing from Armor Workbench/ART3
So, for example, a player has 6 Deflection Value(`), 20 Damage Threshold(``), and 30% Damage Resistance(, and is hit for 80 damage, the damage is calculated as such:
((80 - 6`) - 20`) * 0.70 [1 - DR/100] = player takes 38 DMG, armor takes 20 DMG
(Combined value of Deflection Value and Damage Threshold is 26, so damage passes through armor)
Armor WILL BE BYPASSED COMPLETELY by damage incoming from:
  • Burning
  • Gas
  • Mailed Zombie's attacks
  • Radiation
  • Fall Damage
Armor can be upgraded in the Armor Lab, or by purchasing Armor Rig trait.
Armor is always available for humans, by default with these stats:
  • 30 Max Armor
  • 10 Damage Resistance
  • 10 Damage Threshold
Shields
A picture of the shield GUI, showing you its base reserve and max active capacity.

Shields serve as a more expensive way to block damage from enemies. It's harder to replenish, only being rechargeable by a Shield Charger with electricity, and also can only keep a certain amount active, having to recharge out of its reserve when damaged. However, shields are able to completely block any damage (excluding fall damage, radiation and harmful gas).

Shields can be upgraded via the Shield Lab. Here's the list of possible upgrades:
  • Max Active Shield Increase - Increases the amount of active shield a player can have at once
  • Shield Reserve Increase - Increases the amount of shields possible to have in reserve
  • Recharge Delay Decrease - Decreases the delay for shields to start recharging from reserve
  • Recharge Speed Increase - Increases the speed at which the shield recharges
  • Recharge Efficiency - Percentage chance for the shield to recharge a bit of shield for free when recharging
  • Shield Durability - Dictates in percentage how much damage dealt to the shield is reduced by
Barricading & Types of Barricades
Picking up props
NOTE: The player has to be at least level 10 or level 20, if there is another player with any hammer.
A variety of props, ready to be used.

A player can pick up any loose prop that is not nailed and is light enough to be carried - any heavier prop will be dragged around, unless they have a Muscular trait which allows them to carry those as well.
NOTE: Some props will remain immovable, even with muscular, such as:
  • Green dumpster
  • Large green cabinet
  • Green & yellow sofa chair
  • Soda machines
  • Cars
  • etc.
Some objects will be required to be picked up using Sprint key + Use key (SHIFT + E by default), as they have their own functions on Sprint and Use keys, such as:
  • Gear Cache
  • Small Shield Generator
  • Ammunition Case
  • Cade-o-Matic 3000
Prepping for Barricading
To effectively barricade, consider using 'Homekeeper' Class if one wishes to defend themselves as well or 'Engineer' Class which focuses more on creating and repairing barricades.
Alternatively, one might buy the necessities and purchase other items to create custom class:
  • Muscular - Necessary to use better, heavy props.
  • Carpenter's Hammer - Basic tool which is enough to create barricades using nails.
It's wise to consider other items/traits which will definitely help one to create more efficient barricades:
  • Crowbar - A melee weapon dealing 10x damage to doors, extremely useful if one wishes to use doors for barricading where they are plentiful.
  • Handy/Engineer - Increases repair rate, useful if you intend on repairing barricades as well
  • Reinforcer - Increases max amount of nails (from 3 to 5), allows to make even stronger barricades by being able to use more of the specialized nails.
  • Athletic - Increases max stamina and regen rate, very useful if one will be faced with repairing barricades for extended periods of times, as swinging any hammer is exhausting.
  • Turret Frame + any cheap weapon - This will allow a player to have a way to passively deal damage to zombies while being able to repair cade at the same time.

Requirements for a good barricade
Barricades, by rule of a thumb, should:
  • Be immovable - A barricade should not move at all, whether to roll around or even wiggle slightly - this means one should always nail props to the ground and double nail to prevent them from flying away as soon as it breaks.
  • Be impassable - ideally, a barricade should always block the Zombies and not slow them down, although at first a barricade that is merely slowing down the Undead will work, but with the greater amounts the Humans won't be able to keep up with damage, eventually overrunning them.
  • Be easily repairable - the Humans should have easy access to the props that are being damaged, otherwise the props will be wasted.
  • Be visible thru - the Humans should be able to see zombies on the other side of a barricade, by completely sealing an entrance it makes it easier for zombies to destroy the barricade, as there is nothing that can kill them.
  • Be blocking the most with the least amount with props - the barricade should block zombies 'just barely' to allow for greater openings and more efficient use of barricades, tightly clumping props together will make it easier for barricades to be hit and harder to shoot through.
  • Be tested first - This cannot be stressed enough as it's an often a mistake done by players, one should ALWAYS test whether or not players can pass through a barricade or not, as it might come to Cader's surprise when Zombies can just hop over a huge barricade due to it not being tested correctly/at all.
  • Be forcing zombies to crouch - This means that zombies should always be on the ground, crouching to the cade, to prevent them from jumping and dodging most of the bullets. The worst case with such is when a barricade is made in a fashion where zombies can climb onto upper part of it, and be shot at only at the legs, severely reducing the possible damage output.
Barricade types
Shít Cade
Absolutely worst type of a Barricade. DO NOT REPLICATE.
A barricade that cannot be shot through, is hard to repair and has props nailed to eachother.
Can be characterized by:
  • Inability to be shot through
  • Inability to be repaired properly
  • Props nailed to each other in fashion that entire cade will be sent flying with the rest
  • Not being nailed to the ground properly - causing it to 'flop' around
  • Single-nailed props, which will be sent flying once a barricade breaks
Bad Cade
Almost a Generic Cade, with exception of it having flaws.
Can be characterized by:
A barricade that is *almost* good, but zombies can jump through the middle of the shelf
Can be characterized by:
  • Ability to walk through a specific spot, or by a specific class
  • Being a 'leg cade', meaning the lower props are indented forwards rather the upper ones
  • Over-reliance on wooden props, which break much faster than regular cade props and can be set on fire
  • Ability to be hit from 'outside' the cade, where the Zombies can break it without getting in line of sight with the Humans
Generic Cade
A proper, not belonging in any 'barricading style'
This shelf effectively blocks all classes with exception of Headcrabs, can be easily shot through and repaired
Can also have sub-types such as:
  • Pixel Cade - Intended to stop zombies by mere pixels, hence the name
  • Sandwich Cade - A thick-layered barricade which is parallel-aligned to the entrance
V-Cade
A V-Shaped Barricade, funneling zombies to a single point
A V-Cade which funnels zombies at the end, making shooting very easy due to it restraining the movements of a zombie.
Can be characterized by:
  • A funnel in V-shape, forcing zombies to be roughly in same cone, effectively increasing hit probability
  • Compared to U-Cade, this is much easier to hit zombies but also makes them able to sometimes hit the barricade from outside, lessening the survivability
U-Cade
An U-shaped Barricade, acting as an extension of a room or a pen
An example of a U-Cade from outside, which prevents zombies attacking from outside, forcing them to get inside.
Can be characterized by:
  • A funnel in U-shape, forcing zombies to enter the room in order to attack barricade
  • Ability to be easily extended, limited by amount of the props
  • Compared to V-Cade, this is much harder to hit from outside but also less effective to eliminate Zombies inside
Piano Cade
A Barricade aligned perpendicularly or aslant, utilizing heavily thin props, named for its similarity to piano keys
A dense barricade, possibly stopping zombies for many waves
Can be characterized by:
  • Thick layers that are closely stacked by
  • Being a type of a Pixel Cade, reliant on blocking zombies with every prop possible through same doorway
Types of Barricades Continuation
Sky Cade
A 'progressive' type of a Barricade, being one above the ground, unreachable for zombies
A cozy Sky Cade, tall over the ground, unreachable for regular zombies.
Can be characterized by:
  • Being unreachable/hardly reachable/only reachable by Fast Zombies
  • Often situated high in the air while nailed to a wall/while floating around
  • Often having no access points
Barricading Tools, Repair Buffs & Nails
This server features many barricading elements that very much differ from vanilla, including barricading tools/repairing tools/traits and unique nail types.

Tools
  • Carpenter's Hammer: The main tool used for barricading. Left click to repair nailed props and smack zombies. Right click to hammer a nail into a prop. Use the left & right arrow keys to change the current nail type, which determines what kind of nail you're nailing with.

  • Electrohammer: A modified hammer with electronic parts attached to it that allows it to repair with increased efficiency. Same controls as the Carpenter's Hammer. Can be bought in the shop or crafted with a drained car battery and Carpenter's Hammer.

  • 'Conservator' Nailgun: A very fast repairing tool that consumes nails as ammunition (15 mag size). Unfortunately, its effectiveness in repairing harms the barricade's reserve HP much faster than normal (+50% consumed), additionally losing repair rate the further away the repair target is. Useful for heated situations and objective maps. It can also be used to hastily nail/unnail props much faster than a regular hammer and can put up to 5 nails into a single prop (8 nails with the Reinforcer trait).

  • Blowtorch: A very useful repairing tool, the Blowtorch allows a barricade to last much longer, consuming 50% less of a prop's reserve HP when repairing. However, it requires Fuel to be used.

  • 'W4S-P' Laser Welder: The perfect weapon for a barricader. Its beam can be used to damage zombies AND repair barricades, but also drains more of a prop's reserve HP (+40%) when repairing. It will also heat up when fired, indicated by a red bar that fills up. If heat reaches maximum, it will stop firing and damage the user if they try to keep firing. Functions on pulse ammo.

  • Mechanic's Wrench: A generic wrench that can be used to repair barricades or deployables. Uses Repair Skill or Metalworking Skill for repair rate, depending on whichever is higher.

  • Hammer-on-a-stick: Combination of a hammer attached to a stick. Similarly to how a plank functions, its delay decreases the more you hit it on barricades/zombies (0.33 delay at full speed). Useful if you can't afford an Electrohammer. Also has more range than a regular hammer.

Traits/Buffs
There are a number of traits and buffs that can benefit barricading needs, which can be bought through the shop:
  • Muscular: Pre-round start only (can be obtained mid-round through Steroids). Allows you to pick up heavy props instead of dragging them.
  • Handy: Pre-round start only. Boosts hammer/wrench repairing efficiency by 25%
  • Engineer: Pre-round start only. Boosts hammer/wrench repairing efficiency by 50%
  • Reinforcer: Pre-round start. Increases prop nail capacity from 3 to 5, useful when using special nails.
  • 'IKEA Assembly Guide' Book: Boosts repairing efficiency by 10%. Effect stacks. Limited stock.
  • 'Encyclopedia of Safety' Book: Boosts repairing efficiency by 30%. Effect stacks. Limited stock.
Nails
There are different types of nails that can be purchased through the shop, each having their own benefit. Nail type can be switched by pressing the Left/Right arrow keys while holding a hammer.


Nails as seen in their own category in the store
Nail types:
  • Standard Nails: Your average nails. Have no special elements other than keeping props in place.
  • Copper Nails: Zaps zombies back when they hit the prop. First copper nail returning 100% damage back to the attacker. Requires a power source nearby. Damage increases by 50% for every additional copper nail added.
  • Reinforced Nails: First reinforced nail decreases incoming damage by 10%. Damage reduction increases by 5% for each additional reinforced nail added.
  • Gold Nails: First gold nail increases profit gained from repairing the prop by 20%. Repair profit increases by 10% for each additional gold nail added.
Zombie Bosses
The zombie bosses are a force to be reckoned with. However, only one boss spawns per wave.

Nightmare
An extremely abnormal mutation gives the Nightmare its unusual strength. Stronger than the everyday zombie in almost every way, the Nightmare is a force to be reckoned with.

Although the Nightmare doesn't have any special qualities, it should not be underestimated. Posing a high health pool and high DPS, a skilled nightmare can easily take down a team not prepared to handle it. Nightmare hits on humans are devestating, causing a slowdown effect, leading to easy consecutive hits. The best way to deal with a nightmare is to have a generally high DPS along with a barricade that forces the nightmare into coming into sightlines. A good repairer is also a great idea, as the barricade may not hold long enough otherwise.

The Tickle Monster
Said to be the monster that hides in your closet at night to drag you from your bed.

The Tickle Monster, although not having high damage per swing, has a very long range, generally posing a threat to weak humans inside a barricade. It's swings also have a 100% grievous damage chance, making medics almost worthless against it. However, it doesn't have a lot of health. The best way for a team to fight a tickle monster is to have a lot of armor/shields and tank its attacks as best as possible. If a team doesn't have armor/shields, they should keep their distance! A boosted medical bed is also a very good idea, since it can quickly heal the grievous wounds caused by the Tickle Monster.

Pukepus
The rotting body of the Pukepus is comprised entirely of organs used for the generation of poison.

The Pukepus is capable of vomiting out a very large amount of poison at a time, making it extremely dangerous to humans up-close. However, poison is very ineffective against barricades. The best bet to survive against a Pukepus is to keep distance from it or hide behind the barricade if possible. It has quite a bit more health than the Tickle Monster, so it takes more to bring it down. Armor and shields can come in handy when fighting it, too. Medics are also able to help with it, especially with medical gas.

Bonemesh
Disfigured and mangled, the Bonemesh is capable of tossing devestating blood bombs.

The Bonemesh is a very dangerous threat to a team that doesn't have a capable medic. Its blood bombs are able to cause heavy damage to a tight cluster of humans and also inflict the "ghoul touch" debuff, DOUBLING damage recieved for ten seconds. The team's best bet at killing the bonemesh would be sniper rifles, due to the fact that it will keep its distance and will only show itself for short moments. A medic with healing gas is a must in order to keep the team healthy. Stepping back whenever a blood bomb is about to hit is a good idea, especially if you have the ghoul touch debuff.

The Butcher
A crazed, undead butcher. It isn't very tough but anyone unlucky enough to be near it will most likely be torn to shreds.

The Butcher is a very fast boss, capable of quickly shredding humans not inside of a barricade. If you find yourself outside when a Butcher appears, your number one priority should be getting into a barricade as quickly as possible. If face-to-face with a Butcher outside, shoot its legs to slow it down, pray, and run in the opposite direction as fast as possible. Any humans killed by the butcher are immediately gibbed, allowing the Butcher to recover health, however, it is not very tough and deals only half damage to barricades. Its butcher's knife can also be picked up when it is killed.

Shade
By creating a strong magnetic field around itself, all bullets and projectiles are rendered useless against it.

The Shade is a special boss that can ONLY take damage from light sources and is able to pick up props and throw them at humans. It can act as a shield for zombies at a barricade, blocking bullets and melee alike. If faced with the Shade, turn on your flashlight and shine it at the Shade. Also, here, the spot lamp deployable is a utility turned weapon, sporting a larger range and more damage against the Shade than a regular flashlight. Against a Shade, explosives are very good, as they go through the Shade. The 'Impaler' Crossbow can actually go through the Shade as well. A Shade with a large prop is very dangerous, capable of killing humans with one hit. In order to prevent this, nail any props down before the Shade arrives.

Sphynx
Rumored to have mutated from the rare Flesh Mycelium infestation, the Sphynx is capable of rejuvinating its fellow zombies, getting them back up to fight again.

The Sphynx is a support boss capable of healing zombies around it, including other bosses (with the exception of the Shade and other Sphynx). It can be a dangerous boss to a team not equipped with enough DPS. However, it doesn't have much self-defense other than a slow swing. The team's best bet to dealing with it is to firstly have enough DPS - explosives might be a good option. If the team finds themselves with another boss getting healed by the Sphynx, a high-damage sniper rifle could be a good option to get the other boss when it tries to get away to heal. Then, at intermission, when the rest of the zombies are dealt with, hunt it down! Be wary of any zombies that may have stuck around to protect it. The scanner is a very good tool for doing this, due to its boss tracking ability. When it's killed, seize its heart! It can be used for crafting special items.

Petrisis' Baron
Said to have fused together in an irradiated zone, the Petrisis' Baron is a hulking, armored metal beast, capable of smashing through barricades with ease.

The Petrisis' Baron is a large and slow boss that deals very heavy damage, also with the ability to regenerate armor on prop hits. It can easily overwhelm an unprepared barricade with the help of other zombies, making it the number one threat to barricades. The team's best bet against it is to use high-damage weapons that can more easily pierce armor. This means 7.62mm weapons, sniper rifles and explosives, as well as some others. There's also the special weapon 'Bunker-Buster', a sniper rifle that instantly shreds half of the armor of a target and detonates shortly afterwards. Generally, getting the team to focus entirely on the boss is a good call, as the team's DPS can deal more damage to its armor than the Baron can regenerate. A Baron that is fleeing is very likely out of armor, and should get top priority. Additionally, once it is killed, it explodes into radioactive metal gibs, which can be harvested with a crowbar or a pickaxe for scrap.

The Entity
A lab experiment gone wrong, the Entity is a mix of multiple zombies that can easily hunt down and kill anyone unlucky enough to face it alone

The Entity is an extremely fast and agile boss. It's able to leap large distances, climb walls, quickly drain stamina and able to turn invisible by standing still. It also boasts shields, making it even tougher. Facing it alone is a death wish. If you find yourself outside when an Entity spawns, stick with your team! A scanner and/or thermal scope weapons are also recommended, due to the nature of the boss making it able to escape very easily. Barricades are the best way to deal with it, due to its very low damage output. Buying 'Go!' Caffeine Pills is also not a bad idea in case it manages to knock someone down. And aside from its shields, it is rather weak.
Squads & Bounties
Corpse Hazard offers the Squad & Bounty systems in order to make it easier to assist your team and gain points for doing your job. This section will go through how these work and how to utilize them.

Bounties
Bounties are various tasks that you get that give you points and XP upon completion. The requirements for these tasks vary, ranging from repairing to extermination to healing, also with varying difficulty. There are solo bounties and squad bounties, both having a few differences.

Recieving Bounties
One bounty will always be active. It is possible to reset the active bounty to another bounty by using the command "!resetbounty", however, this costs points, but you do get one free bounty reset for each wave the passes (does not stack). The 'Bounty Hunter' trait reduces the cost of resetting bounties. Squad bounties do not get a free reset per wave, but otherwise work the same way.

Bounty Requirements
Bounties will have a requirement for you to fulfill. This requirement is randomly chosen from a list of categories. The requirement in a category will be different for squad bounties and solo bounties.

Full list of bounty requirements:
  • Extermination Bounties - Solo: Kill a certain number of zombies/deal a certain amount of damage with a specific gun. Squad: deal a certain amount of damage to zombies using firearms/kill a certain number of a specific zombie.
  • Repair Bounties - Solo: Repair a certain amount of health using any repair tool. Squad: Repair a certain amount of health using a specific repair tool.
  • Healing Bounties - Solo: Heal a certain amount of health using any medical tool. Squad: Heal a certain amount of health using a specific medical tool.
  • Melee Bounties - Solo: Deal a certain amount of damage with a specific melee weapon. Squad: Deal a certain amount of damage using only melee weapons.
  • Survival Bounties (squad only) - Squad: Endure a certain amount of damage/restore a certain amount of health using food items.

Bounty Difficulty
Bounty difficulty determines how much you need to do of a specific task. The difficulty of a bounty is loosely based off of the current wave, increasing in difficulty for each wave that passes. Each difficulty is labeled to represent how difficult it is. The harder a bounty is, the more points and XP is recieved upon completion.

Full list of bounty difficulties, going from easiest to hardest:
  • Trivial
  • Very Easy
  • Easy
  • Normal
  • Hard
  • Very Hard
  • Extremely Hard
  • Difficult
  • Very Difficult
  • Extremely Difficult
  • Insane
  • Near Impossible
  • Impossible

Squads
Squads can be created before Wave 0 using the Born Leader perk or during the game for a small price of points. Players can join these squads to see Health, Armor and Shields of other players and do special bounties together that are restricted to Squads. Additionally, squad members on death will give a percentage of their points to the rest of alive squad members, working like an insurance.

Squad Leader
Squad Leaders appear as cyan and always on top of the Squad list, they hold the authority to pick whether or not a bounty reward should be divided equally or divided by input, open/close Squad for other people to join and kick uncooperative Squad Members, as well as resetting Squad Bounty if such need arises.

Those skills have been confirmed to be expanded in future update (Squads v2), making the role of Squad Leader much more important.

Born Leader
The Born Leader perk gives various benefits to a Squad as a squad leader. This includes but is not limited to:
  • Increases squad capacity by 3
  • Free squad creation on wave 0
  • 25% extra points from bounties
  • 25% extra XP from bounties

Deployables

In Zombie Survival, several deployables exist that can support a team with supplies on use. And on Corpse Hazard, this has been expanded upon to add even more deployables.

Bazaar
The Bazaar has the appearance of a small wooden crate. It functions as a 2nd-hand shop where players can sell their unneeded weapons, and other players can buy them for prices cheaper than in the Points Shop.
The Bazaar accepts guns, melee weapons and certain gadgets/accessories; food/drinks, deployables and others cannot be sold in the Bazaar.

Resupply Box
The Resupply Box has the appearance of the green Half-Life 2 ammo box. If used, it gives a box of ammo for the weapon that you are currently holding.
It can give the following ammo types: Pistol, SMG, Buckshot, 5.56mm, 7.62mm, Explosive Rounds, Bolts and Pulse.
With the Hoarder trait, the amount of ammo you get from the resupply box per use is doubled.
The Resupply box has a 1 minute and 10 second delay for each use per player.

Armor Workbench
The Armor Workbench repairs 20 armor points (AP) for the player on use. With the use of the Hoarder trait, this can go up to 40 AP. Certain lab upgrades can also increase the amount of armor gained with each use. It has the appearance of a basic wooden bench. Its delay per use is 1 minute and 25 seconds.

Fridge
The Fridge dispenses a piece of food to the player when used, with the Hoarder trait this can be 2 food pieces. Its delay is 1 minute. It runs on a global stock,but can be refilled with food. Some of the dispensed food can have side effects.
This is the full list of the items the fridge can give a player:

The food/beverage
Stats of the food/beverage
Side effects/bonuses
Orange Chunk
Replenishes a portion of HP and stamina
Damage reduction for 5s
Banana Chunk
Replenishes a very small portion of HP and stamina
-
Watermelon
Replenishes about 10 HP and 20% stamina
Speed increase for 15s
Milk
Replenishes a bit of HP and a fair amount of stamina
-
Spoiled Chinese Takeout
Replenishes a large amount of stamina and a little bit of health
Confusion for 8s
Cheeseburger
Replenishes a bigger portion of HP and stamina
Slowdown for 15-20s
Stale Hotdog
Replenishes a bigger portion of HP and stamina
Slowdown for 10s
Water Bottle
Replenishes about 0-4 HP and 50% stamina
Extinguishes, can be drank or thrown for AoE effect
Beer
Replenishes Stamina
+20% extra melee damage for 20s. Causes confusion without Alcoholic trait
Wine
Replenishes Stamina
+50% repair rate for 30s. Causes confusion without Alcoholic trait
Bourbon
Replenishes Stamina
+50% efficiency for mining, metalworking, construction. Causes confusion without Alcoholic trait
Tequila
Replenishes Stamina
+25% reload speed for 30s. Causes confusion without Alcoholic trait
Vodka
Replenishes Stamina
+50% crit DMG. Causes confusion without Alcoholic trait
Bleach
Kills on consumption
Medical Bed/Medical Cabinet
The Medical bed is a bed which a player can lie down on to heal their wounds. With a 1hp/s healing rate, it is very slow, however, it can heal grievous damage, which medical tools and food can't. This deployable should be gotten if you don't have enough points to buy/maintain a medical cabinet,or if you need to heal grievous damage on an objective map.

The Medical Cabinet requires Medical Charges to function. With Medical charge in it, a player can press E on it to regenerate 10 health with a delay of 10 seconds. With the use of the Hoarder trait, this can be increased to heal 40 health per use. This is better than the medical bed, since it doesn't require a human to sleep and become inactive for a while. However, if next to a medical bed AND supplied with energy, it can boost the healing power of the medical bed to up to 5 hp/s. The medical cabinet can also heal grievous damage. A boosted medical bed will also provide a 30 second stamina regen boost and walk speed increase to humans who fully recouperate in it.

Stockbin
The Stockbin is used to sell materials and resources. It also runs on a global storage,so if a stockbin is lost,no materials are lost if they were in it.
Following items can be sold in the stockbin:
  • Scrap, buy for 3 points and sell for 2 points / 10 units
  • Fuel, buy for 3 points and sell for 2 points / 10 units
  • Metal, buy for 6 points and sell for 4-5 points / 10 units
  • Alloy, buy for 16 points and sell for 14 points/10 units
  • Goldine, buy for 30 points and sell for 20 points / 10 units
  • Radium, buy for 20 points and sell for 10 points/10 units
  • Monarchite, buy for 6 points and sell for 4 points / 10 units
  • Necrotics, buy for 6 points and sell for 4 points / 10 units
Spotlamp
The spotlamp shines up an area ahead. That's all it does. However, it can be extremely useful for killing the Shade boss, as its bright light deals more damage and has more range than a regular flashlight.

Turret Frame
The Turret frame can fit a weapon inside and basically act like an additional gunner for the team. It can make reloading faster/slower for some weapons, however, its targeting laser is not particularly precise. With the Turrninator trait, the effectiveness of turrets can overall be improved.

A turret frame will wipe any upgrades your gun has when taking the gun out, so do not put an upgraded gun inside unless you know what you are doing.

Turret frames do not accept pulse weapons, crossbows or melee weapons.

Teleporter
Teleporters can teleport a player between each other when the first and second one are supplied with power. It is possible to teleport to a teleporter without electricity as long as the starting teleporter has electricity, but you can not teleport back from the other teleporter. One way to keep both teleporters filled with electricity is to place substations or connectors to connect them, or placing another generator/capacitor at the other teleporter and powering both during intermissions when all zombies are dead.
The Lab - Upgrading Weapons, Armor, and Shields
The Lab

A picture of an upgraded weapon on the ground.

The Lab can provide upgrades to the weapons, armor and shields of players at the cost of points. It is possible to insert computer components into it to upgrade it, which improves certain aspects of The Lab, depending on the component inserted. The trait 'Geek Freak' is centered around the lab, making it easier to get more components from PCs and making it possible to boost the lab, making the mastercraft upgrade give you 2 mastercraft boosts, and 3 if a flash drive component is inserted.

For weapons, there are a number of upgrades you can recieve:
  • Damage increase
  • Recoil reduction (weapons with recoil only)
  • Accuracy increase
  • Crit chance increase
  • Crit damage increase
  • Reload speed increase
  • Firing speed increase
  • Explosive force increase (explosive weapons only)
  • Explosive radius increase (explosive weapons only)
Each upgrade tier for a gun has labelment that can make it easier to tell how much it has been upgraded:
  • Surplus - no upgrades
  • Standard - 1 upgrade
  • Refined - 2 upgrades
  • Streamlined - 3 upgrades
  • Calibrated - 4 upgrades
  • Exotic - 5 upgrades
  • Mastercrafted (one huge upgrade) - 6 upgrades
  • Prototype Mk.1 - 7 upgrades
  • Prototype Mk.2 - 8 upgrades
  • Prototype Mk.3 - 9 upgrades
And the list goes on. Theoretically, it could be possible get unlimited upgrades as long as there are enough power and hard disk drive components.

For armor and shields, tier names are the same, but there are different types of upgrades you can recieve. See section Armor & Shields section for details.

Without HDDs, the final upgrade in the Lab is mastercraft, granting double the efficiency of a normal upgrade. If a specific weapon type gets a specific weapon mastercraft type selected for it, the efficiency is turned to x4.

Full List of Mastercraft Upgrades
Weapon Mastercrafts
Weapon/Armor/Shield upgrade name
Effect
Hollow Point Rounds
Increases damage by 10%
Improved Bolt
Increases critical damage by 20%
Blackmarket Slide
Increases critical damage by 40%-50% - Pistols Only
Extended Magazine
Increases mag size by 20%
Quadstacked Magazine
increases magazine size by 40% - 5.56 Only
Improved Reciever
Increases firerate by 8%
Blackmarket Reciever
Increases firerate by 16% - SMGs Only
Improved Chamber
Increases critical chance by 20%
Long Barrel
Increases accuracy by 10%
Full Choke
Increases accuracy by 20% - Shotguns only
Lightweight Speedloaders
Increases reload speed by 30%
Blackmarket Dampers
Decreases recoil by 25% - 7.62 Only
RIP Rounds
Increases damage by 20% - Rifle Only
Laced Shrapnel
Increases explosive force heavily, slowing down zombies - Explosives Only
S.M.A.R.T.
Explosives launched are disarmed if the shooter is in the explosion range, avoiding self-damage - Explosives Only
RDX-7 Compound
Increases damage by 20% - Explosives Only
Alloyite Shrapnel
Increases explosive radius by 20% - Explosives Only
Armor Mastercrafts
Hardened Leather Cuirass
Increases dodge chance by 24%
Composite Metal Foam Scales
Increases DT by 16
Nemean-Class Plating
Increases DV by 6
Armored Stillsuit
Increases DR by 20%-30%
Titan Class Plating
Increases Max Armor by 50
Modular Railings
Increased RE by 100%
Composite Padding
Armor blocks 80% of stamina damage taken
Thornmail
Armor deflects 300% of damage taken back at the attacker
Reactive Plating
Armor detonates on break, dealing 200-300 DMG to nearby zombies
Exoskeleton
Armor will aid mobility in terms of walk speed and jump height
Nanoarmor
Armor is now automatically repaired using Pulse Rounds in the inventory
H.E.V.
Player is now protected from hazardous sources (Radiation, Gas, Puke, etc)
Shield Mastercrafts
Alloyite Superconductors
Increases recharge efficiency by 6%
Modular Capacitors
Increases max reserve by 30 to 60
Plasma Converters
Increases durability by 5%
Decreases recharge delay by 2 seconds
PC Components & Upgrading
PC Cases & Components
Two variants of PC cases, the difference is purely cosmetic.

They have 20% of containing a random PC component, this chance is increased by Geek Freak trait, which increases chance to 50% and doubles the PC component gain. Components that do not fit in the inventory will drop onto the ground.
A Geek Freak can also stand next to a lab to provide anyone who attempts to upgrade from Exotic to Mastercraft a double mastercraft upgrade.

Flash Drive is one which does not follow standard scheme - it has its own low separate chance to appear and is used as temporary but powerful upgrade.

PC-Moddable Deployables
Some complex deployables have subscreens that offer modding via PC components - those are obtainable through PC cases, found through a map. Do note that one cannot rummage through PC cases if there is an alive human with Geek Freak trait.

Components can be installed by inserting them into main deployable with Attack (LMB default).
Deployables that accept upgrades are:
  • The Lab*
  • De/Constructor
  • Alloy Autoforge
  • Assembler
* - The Lab loses ability to swap types as soon as it is upgraded!

Mod Capacity
An example of WormOS screen attached onto a deployable, indicating its readiness for modding.

Every deployable comes with 5 slots free for components, every of which takes one slot when installed.
An exception to this are Motherboards and Flash Drives, which in return increase Mod capacity by 5 and give special limited utility, respectively and do not take any of existing capacity.

When Mod Capacity is full, no other component besides Motherboards and Flash Drives can be installed.

Packing a deployable will result in permanent loss of upgrades - plan accordingly!

Mod Utility & Percentages
Full table of all boosts granted to the deployables. Click to enlarge the table.

Note that mods follow a formula of sqrt(x)*10 is used for upgrades which add as percentages rather full numbers - they become less efficient with each next one installed, reaching plateau at 100 upgrades.
sqrt(x)*10 function used in percentages. X represents number of upgrades, Y represents total upgrade efficiency.

As every deployable has different uses for the PC Parts, here is what each computer part does for each deployable:
The Lab
  • CPU: Decrease fetch time for upgrades
  • GPU: Increase upgrade power
  • RAM: Decrease upgrade cost
  • HDD: +1 Additional upgrade after Mastercraft
  • PSU: Decreases power consumption on Prototype upgrades and stores more power
  • Flash Drive: Additional mastercraft given when upgrading from Exotic to Mastercraft (x2 without a geek freak, x3 with one nearby)
The Constructor
  • CPU: Speed up deconstruction and construction
  • GPU: Increase pointgain for construction of a prop and increase materials gained on deconstruction
  • RAM: Decrease construction material cost
  • HDD: 10%+ Chance to produce a prop of higher tier than the material selected - and 10%+ Chance to deconstruct a props material into the tier above it (example: Metal->Alloy)
  • PSU: Decreases power consumption and stores more power
  • Flash Drive: Two props are produced instead of one, x3 material gain on deconstruction
The Alloy Autoforge
  • CPU: Speed up the Drophammer operation speed
  • GPU: Increase smithing efficiency
  • RAM: Decrease material use
  • HDD: Additional alloy gain on successful cycle
  • PSU: Decreases power consumption
  • Flash Drive: Double resources for three cycles
Electricity
In Corpse Hazard, a new type of subcategory has been created that humans can use to their advantage: Electricity. Electricity can be used in various ways, whether it be boosting deployables, making deployables usable, damaging Zombies on barricade hit, etc.

Generators
Generators play a huge role in creating Electricity for the human team. There are 5 different generators that can be used to create power, all of them working in different ways. Note that the work speed of ALL generators can be temporarily increased with the Electrician's Pliers.

Gas Generator

This is how the side of the gas generator looks like.


This is the screen where you withdraw or deposit your fuel into.

The Gas generator turns fuel into Energy for the humans to use. This generator has by far the best input to output ratio with a 1:2 ratio, however, because this IS a gas generator, it will create toxic fumes if it is placed inside. Placing them outside is recommended, however, if there are absolutely no safe spots to place one down outside, make sure that every member of your team has either a Gas Mask or an Oxygen Tank to avoid getting their stamina drained by the toxic fumes, or make sure that the gas generator is as far from the frontline/group of humans as possible.

Thetium Generator

Picture of the Thetium Generator. Shift+E on it to insert pulse ammo.

Removed for the time being.
The Thetium generator turns pulse ammo into electricity. However this generator does not have a good ratio with a 5:1 ratio but it can provide free energy as long as the team can feed it enough pulse ammo. It's the generator to use when there is no fuel on the map and there is no biomass generator.

Geothermal Generator

The Geothermal Generator can be placed ontop of an active Steam Geyser in order to produce completely free energy for the team. Its only downside is that it can ONLY be placed on a Steam Geysir and cannot be packed. However, this is a must-use generator when the team manages to find a Steam Geyser with Resource Surveys. But it also depends on the location of the steam geysir,as a Geothermal generator is very fragile and also very expensive,often making the use of a geothermal not worth it/unprofitable.

Biomass Generator
Bio.img
The biomass generator is standing to the right, and a small shield generator to the left, both of which are currently performing work.

The Biomass Generator accepts food, creating energy out of the biomass in return. Its ratio is decent with a 2:1 ratio. Each piece of food/beverage has a different amount of biomass, with the Biomass Generator being able to store 200 biomass in total, with a rare chance to overcap at 110%.

Beverage/Food
Biomass of Beverage/Food
Orange Chunk
5 Biomass/2.5%
Banana Chunk
5 Biomass/2.5%
Watermelon
3 Biomass/1.5%
Spoiled Chinese Takeout
15 Biomass/7.5%
Cheeseburger
20 Biomass/10%
Stale Hotdog
20 Biomass/10%
Water Bottle
1 Biomass/0.5%
Canned Meat
8 Biomass/4%
Orange
7 Biomass/3.5%
Bananas
30 Biomass/15%
Banana
6 Biomass/3%
Beer
10 Biomass/5%
Wine
12 Biomass/6%
Bourbon
15 Biomass/7.5%
Vodka
15 Biomass/7.5%
Tequila
15 Biomass/7.5%
Soy Milk
4 Biomass/2%
Stale Diet Soda
4 Biomass/2%
'Bepsi' Soda Can
6 Biomass/3%
Haybale
125 Biomass/62.5%
Biomass does NOT accept following items:
Bleach
Refreshing Stout
Detergent

Small Shield Generator
"We´ve managed to make a generator that can protect props while also being mobile! Too bad this just overheats too fast..."

The Small Shield Generator is a small generator which turns electricity into a shield for props nearby. The shield blocks 50% of damage caused to the prop, with the shield being used in the process. It is also very mobile, and can be moved to another location rather quickly like a prop. However, with all the work that the small shield generator does, and its mobility, it falls victim to generating heat very quickly. Overheating the small shield generator forces the generator to eat on its own health/shield to survive. If the shield generator runs out of HP, or the shield generator has been overheating for too long, it explodes. The explosion hurts players and props nearby, so don't keep it unsupervised. Consider using a Heat Sink to run it over longer periods of time.

Nuclear Generator

"The nuclear generator slowly generates power over time for free. But a meltdown would cause unforeseen consequences..."

The nuclear generator is not available in the shop and can only be found on certain maps. The form of the nuclear generator itself closely resembles a water tower. It passively generates a large amount of electricity, without the need for any input from the humans. However, if destroyed by the zombies, it explodes and bathes the area in lethal radiation. It also leaves behind radioactive metal pieces upon destruction.

Electricity - Continuation
Electrical Deployables
There are certain deployables that need electricity to work, or simply transport electricity to another location.

Connectors


Small Connectors hold a capacity of 300 Watt and have a pretty short range. However, for transporting electricity over a short distance, they are quite useful.

Medium Connectors hold 500 Watt and have 4x the range of Small Connectors. It will, however, pick the worst range - if for example a generator has 256 range, the Medium Connector will only be able to connect to it within 256 range. Can only be placed outside.

Big Connectors hold the same amount as Medium Connectors (500 W), but have by far the largest range and are, obviously, the biggest connectors. Can only be placed outside, and also picks the worst range just like the Medium Connector. However, for transporting electricity across very large distances, it proves quite useful.

Substation

The Substation is a connector which has a very long range and 1kW Storage for transporting electricity. This is useful for transporting electricity over long distances and allowing an electricity network without small connector spam. However, the Substation is rather large.

Capacitor

A picture of a capacitor standing right next to a fridge, currently charging.

The capacitor is an energy-holding deployable which fits up to 20kW of storage, however, it cannot be packed properly. It can be set to either charge or discharge. Capacitors are usually used for copper nail barricades or next to generators to allow the generator to make electricity for a long time before hitting the energy storage limit.

Smelter

The smelter is mostly used by Metalworkers or Miners. Its purpose is to passively turn 2 scrap into 1 metal with the use of electricity. However, it also creates toxic fumes. So please, if you use this, do the same steps as with the gas generator to make sure no one gets killed.

Constructor


Useful when out of props
The Constructor is a deployable which requires Electricity and resources to create props. It can also deconstruct props to gain resources. On the left side of the constructor,you can press shift to deposit or E to withdraw materials (Scrap - Metal - Alloy - Goldine) out of the constructor. On the front,the middle screen can be changed to either set the constructor to construct a prop (if given materials are inserted) or to deconstruct a prop. The left screen allows you to change the prop you want to construct in materials or size (small - big). The right screen shows the PC upgrades that have been inserted into the Constructor.

Shield Charger

The Shield Charger runs on electricity in order to fill up the shield reserve for a human's shield. That's all it does. Read up on shields in section Armor & Shields.

The Lab
The Lab requires energy in order to provide prototype upgrades for guns when it has HDDs in it, as HDDs increases maximum upgrade capacity by 1. Each prototype upgrade takes more and more electricity the more you upgrade a gun. The power supply unit component decreases electricity cost and increases electricity capacity.

Other Uses for Electricity
Electricity can be used to do various other things as well. One example is opening a gear cache.

An opened gear cache
Gear caches are only found on some maps. Its model resemble the HL2 green weapon crates, but darker and with a Combine Lock on it.
Gear caches can only be opened by overloading the combine lock with 10kW of electricity.
Once opened, the following loot can be found, with varying degrees of rarity:
  • Thermal Scope (common) Can be crafted with certain weapons to make a weapon's scope thermal

  • A Cybraeye (somewhat common) Increases accuracy and includes a rangefinder,useful for snipers

  • Gas Mask (common) Filters toxic fumes and harmful gas

  • Small Shield Generator (very rare) See section Electricity

  • Cade-o-Matic 3000 (very rare) Automatic repair tool, very useful for barricades. Limited repair amount


  • Ammunition Case, an army-styled resupply box with way shorter cooldown and limited uses. Can be carried like a prop, and can be nailed
Another example would be using Electricity for copper nail barricades. Each nailed copper nail after the first damages the zombie back by +50% of the damage dealt to the copper nail cade. The first copper nail deals 100% of damage back. With only copper nails in a prop, this can scale to up to 300% damage dealt back (with reinforcer trait).

One more example is the use of the Edison 5.56mm.

This weapon, however, is exclusive to the Electrician class. The gun´s stats itself resembles an Auger with extra features. It can load up to 1 kW of energy. If this is done, the gun's fire rate is significantly increased.
Mining and Resources
In Corpse Hazard, another new subclass of what humans can do has been added - Mining.
Around some maps, Resource rocks can be found to get Resources out of, with an alternative being to place certain deployables outside. Some resources can also be refined to even better materials to make use of. These materials can benefit the humans a lot, so making use of them is always a good idea.

Resources

How the materials look like when dropped.

Fuel
Fuel can be found in Fuel rocks, extracted from Fuel deposits that were found from Resource Surveys, or be extracted from Gas Pumps. For Fuel rocks, a Pickaxe or Industrial Pick will do the job. Fuel provides many uses in the CH world:
  • Powering certain weapons/tools that require Fuel like the Blowtorch, Chainsaw, etc
  • Be an element for creation of Alloy in the Alloy Autoforge
  • Can be deposited into a gas generator to make electricity
  • Can be sold in the stockbin for points
A Fuel rock, also called Fuel node.

Scrap
Scrap can be found in Scrap rocks, extracted from Scrap deposits or be extracted from Scrap Extractors. In the case of Scrap rocks, these can be mined using a Pickaxe or an Industrial Pick.
Scrap can be used to:
  • Create metal in Smelter and/or Anvil
  • Create Scrap props in the Constructor
  • Upgrade Fence Frames into Wooden Fences with 1500HP
  • Can be sold in the Stockbin for points
  • "Upgrade" Weapons in the Weapons Assembler
A Scrap rock, also called Scrap node.

A depleted node with no more materials.

Metal
Metal cannot be found anywhere naturally. It is created by metalworking 2 Scrap into 1 Metal on either an Anvil with a hammer, deconstruction of a metal prop, or the use of the Smelter. Metal has better uses than Scrap:

  • Being able to create better props in the Constructor
  • Can be used with 'ART3' Armor Repair Tool to repair self/others armor
  • Can be sold for more points in the Stockbin
  • Can be used to upgrade a Wooden Fence to a Chainlink Fence
  • Can be used to upgrade a Chainlink Fence into a Barbed Fence
  • Can be used in the Weapons Assembler to create better guns

Alloy

An extremely rare Alloy node - compared to Fuel, it is dark purple and extremely shiny.
Alloy is some of the strongest materials known in the CH universe. It CAN be found naturally very rarely (2% chance of replacing a Scrap/Fuel node), or be found in Deposits from Resource Surveys or can be created by the use of an Autoforge Alloy. It can be used to:

  • Upgrade a Barbed Fence into a massive combine wall with a ton of HP and a platform to stand on
  • Create better weapons in a weapons assembler
  • Create props that cannot be normally found on any map with the Constructor.
    These props usually have insanely high amounts of HP while being compact. They are very good for cading, as their massive health pool allows for by far the longest holdout possibility.
  • Sold in the stockbin for a massive amount of points

Alloy is an extremely rare material. It's best you put it to good use if you find it!

Goldine

An extremely rare goldine rock.
Goldine is a material that basically resembles gold. The material cannot be created in any way, only found with a 2% chance of replacing a normal scrap/fuel node. Some of its uses currently are not implemented, but all intended uses for goldine are the following:
  • Alternative upgrade paths for deployables
  • Luxurious upgrades in the Assembler
  • Creating Goldine props that are less powerful than Alloy props in the Constructor, but doubling nail efficiency
  • Selling Goldine in the stockbin for 20pt/10 units

Radium

Radium is a radioactive material that can be found in rocks with a 2% chance, or from salvaging radioactive barrels. It resembles uranium. Just like goldine, it cannot be created in any way and has limited uses:
  • Dirty nuclear payloads and nuclear bombs
  • Almost free but unstable source of energy in a Radium Generator
  • Sold in the Stockbin for circa 10 points/10 units
Carrying large amounts of Radium will cause radiation damage, so its best to immediately get rid of it once excavated.
Mining and Resources - Continuation
In some cases, there might not be any rocks on a map at all, but lots of open space. So an alternative to mining rocks can be to put down deployables that will passively mine the materials for you.

Scrap Extractor

Passive Scrap maker, for places that have no minerals outside.
The Scrap Extractor slowly mines Scrap outside over time. Its model resembles a buoy. With the Overclocker trait, the extraction speed can be increased. A Scrap Extractor should be used if all rocks on the map have been mined, or if no rocks are present.
Scrap Extractors should always be:
  • Placed during Intermissions if there is no outside cade
  • Be accompanied by a gunner who can protect it
    OR
  • Be inside of a fence cade
Gas Pump

Now you can passively siphon your own Fuel.
The Gas Pump works the same was as the Scrap Extractor, but instead siphons Fuel. Its model resembles a gas station pump. The production of Fuel can also be improved with the Overclocker trait. The same steps to using a Gas Pump should be done as the Scrap Extractor.


Deep Excavator


The Deep Excavator resembles the Half-Life 2 Crane body. It works like a Gas Pump and Scrap extractor in one with no capacity limit - while costing 80 points. The way the Deep Excavator operates is confusing, but here is how it works:
The drill in the middle of it runs on a certain interval (X). X randomly mines Scrap OR Fuel,
but it cannot mine both at once. X itself takes a random amount of time, being able to last from several seconds to a huge amount of seconds. X also randomly determines the speed at which the minerals are mined with a multiplier of 1-4 also being in affect.
Slow rotations mean that less is mined, fast rotations mean high amounts of resources are being excavated.

Resource Survey
The Resource Survey can be bought for 25 points. If one is placed down and activated, it will look in its area for any deposits it can find. It can find the following:
  • A Scrap deposit, very rich in Scrap

  • A Fuel deposit, very rich in Fuel

  • An Alloy deposit

  • A Deep Chasm, good for mining Fuel/Scrap out of passively

  • A Steam Geyser, with the power of generating free power with the Geothermal Generator

  • A Gore Geyser, which spits out gibs, its precise nature is unknown and yet to be harnessed,but speculation arises when the Crop Plot is mentioned. Can be used by Cannibals but zombies and bosses can heal with the gibs!)
Surveys have a 95% success chance, and a very slim 5% failure chance. The chance to find a Scrap or Fuel deposit is 65%, while Gore, Steam Geyser and Deep Chasms chance is 10%. Alloy deposits are about 5%. While they can only be placed outside, it is worth it to try to run a survey scan at least once. The amount of resources found in Deposits and failure chance decrease can be improved with the Seasoned Miner trait.
Metalworking and Fences
This is a continuation of the Mining and Minerals section, where Smithing and Fences are expanded upon.

Metalworking is a new aspect implemented into the Corpse Hazard ZS server. There are several things you can metalwork with,and several ways to metalwork aswell.

2 Scrap to 1 Metal
In order to turn 2 scrap into 1 metal,it is required that you have either:
  • An anvil that can metalwork 2 scrap to metal at the cost of manual labor (Stamina)

  • AND for anvil:
  • Any type of hammer, most preferably the Blacksmith's Hammer

  • A smelter that can do metalworking like the anvil at the cost of creating toxic fumes when placed indoors and requiring electricity to operate

How to use the anvil:
1. Insert Scrap on the left screen of the anvil using capslock or shift (Take it out by pressing E if necessary - you need at least 2 scrap to metalwork!)
2. Using any hammer (most preferably blacksmiths), hit the main part of the anvil
You will be able to see the orange bar increase by 12-13% each hit (given you have no perks).
3. Keep hitting the main part of the anvil until you pass 100%
4. After you pass 100%, 2 scrap is consumed and you recieve 1 metal in the right screen. Press E to put it out of the "deposit".

How to use the smelter:
1. If indoors,make sure everyone in the indoors area has an oxygen tank to avoid toxic fumes - they can kill you!
1.1 Insert scrap on the left screen of the Smelter using capslock or shift.
2. Supply the smelter with electricity.
3. Once the white bar reaches 100% and goes back to the start, 2 scrap has been turned into 1 metal. Press E on the right screen to withdraw from the "deposit".



The Smelter converts 2 Scrap into 1 metal with the use of electricity instead of manual labor. Smelters are useful for passively making metal at a span of 3-6 seconds, however, it creates toxic fumes if placed inside, just like the Gas Generator. A smelter is more optimal if used alongside a Gas Generator, as the good ratio of the Gas Generator accompanies the large electricity use of the smelter.

Metalworking efficiency can be boosted in a few ways. First ones being the pre-round traits 'Crafty' and 'Ingenious' (25% & 50% increase respectively), other books you can buy midgame improve this rate by 15% for the 'Duct Tape 101' Book and 40% for the 'Mechas & Tronics' Book. Drinking Bourbon improves efficiency by 25% as well, aswell as the Stamina being at extra damage by 25%.

Metalworking on your own anvil gives you points over time. For anvils that dont belong to you, this is doubled, so make sure to help when you have spare time!

The smelter and the anvil both have their own uses. If traits and alot of smithing books are bought, then its more useful to use the Anvil because it uses no electricity like the Smelter would, and can be way more efficient than the Smelter, because smithing efficiency doesnt work on the Smelter. If you need to focus on other things while passively making metal, the Smelter is a wiser choice.

Alloy Autoforge - 10 Metal and 5 Fuel into 5 Alloy

Another thing that can be metalworked with is the Alloy Autoforge.
The Alloy Autoforge takes 10 metal and 5 fuel and metalworks into 5 alloy. It is the only way to manufacture Alloy.

Alloy Autoforge can be metalworked with in 2 ways:
1. The Drophammer way
The Drophammer on the Alloy Autoforge works as a faster way of creating Alloy without requiring manual labor - Think of it like a smelter and an anvil packed into 1 deployable.
The drophammer, without any upgrades, works at about 11% forging rate for each time it hits the table. However, the drophammer requires 0.5kW to be operated for each use. In short: It eats into electricity EXTREMELY fast, however, it produces alloy much faster than manual labor.

2. The manual labor way
Alloy Autoforge can also be worked with without the Drophammer. However, compared to the drophammer, while it may only require stamina to metalwork (aswell as the materials), it smiths at an EXTREMELY slow rate (Blacksmith's Hammer: 0.5% each hit without any perks - 1% with all preround traits). While this might seem bad, it can be good - You get points over time and you dont use electricity. And with good metalworking rate or a really dedicated team of metalworkers, you can make the drophammer more or less an extra feature for emergencies.

The metalworking rate can be improved on it the same way as you would for the Anvil.
Metalworking on your own Autoforge gives you points over time, and for autoforges that dont belong to you, this is also doubled.

Alloy Autoforge can also be upgraded with computer parts to improve its effectiveness. See section PC Components & Upgrading for details.

The Fences
Fence Frame

In order to even make a fence, a fence frame is needed. These can be built outside, and only outside. Fence frames have no use except to get the first proper fence built, so these should be upgraded as quickly as possible. In order to upgrade the fence frame, you need a construction mallet (30 points) and 20 scrap to upgrade the fence frame itself.
Fence Frames should always be facing forward into the direction where the zombies can come from, and always be facing backward into the direction of the holdout you are defending.

Wooden Fence

The Wooden Fence is the first proper fence you can make out of the fence frame. It requires 20 scrap to be made and has a health pool of 1500HP (4500 reserve HP). Fences (and all deployables) have a cooldown for repairing after taking damage; you cannot repair a fence while a zombie is attacking and for 4 seconds after a zombie has damaged it. Fences have a limited amount of repairable HP, the reserve being set at three times the current fence's max HP.

Chainlink Fence

The Chainlink Fence is a stronger fence that can be made with 15-17 metal from the Wooden Fence with a health pool of 2000HP (6000 reserve HP). Chainlink fences are see-through and can be shot through, making it a lot easier to kill zombies on the other side. However, zombies can also hit humans through it.
Chainlink fences can also be powered by an electric source. If this is done, any zombies that attack the fence will immediately be damaged by the amount of damage they dealt to it.

Barbed Fence

A Barbed fence is an even better version of the Chainlink Fence with an increased health pool of 2500HP (7500 reserve HP), requiring about 30-35 metal to be upgraded and made. Other than a cosmetic change, the Barbed Fence does not require electricity to return damage dealt by the zombies. However, it can still be powered. If powered by electricity, the damage returned to the zombies will simply be boosted.

Combine Wall

The Combine Wall is by far the best version of all the fences. Its health pool increases all the way to 5000HP (15000 reserve HP) after upgrading it with 50 alloy. Its shape is the same as the combine barriers you can find in HL2, with a platform on the top to allow people to shoot from it. Combine Walls can also be boosted with electricity.
Farming

Desperate need of fertilizer

In Corpse Hazard, Farming has been introduced along with the "Farmer" sub-class to ensure an alternative playstyle of gaining resources. Farming can be done in order to help the team in several aspects, whether it be
  • Growing special or normal food to put in a fridge to help heal the team
  • Grow scrap, fuel and haybales to help in terms of resources and energy
  • Growing trees to cut down and make planks for barricades
  • And more.
In order to begin farming,you need:
  • A Seed Bag to plant seeds
  • A Crop Plot to farm plants on
  • Zombie Gibs, to be used as Fertilizer if directly thrown onto a plot
  • A Farmer's Hoe or shovel to cultivate a field
  • An outdoors area to grow plants, except for Fleshroom which can be grown indoors
To efficiently farm, you need:
  • A Compost Bin to turn biomass (food, beverages or haybales) into fertilizer to grow plants
  • A Construction Mallet to rapidly upgrade your Crop Plots early
When the Crop Plot has been placed outside, equip the Seed bag and decide which plant to grow, and press E when you have made your choice. Hit the corners of the crop plot with the Farmer's Hoe in order to cultivate the field. If you do have a compost bin, place it somewhere close to the plot and fill the bin with biomass (food items). The Crop Plot will automatically take fertilizer from the Compost Bin, alternatively from Gibs that are thrown ontop of it, or the Box of Fertilizer in the Farmer class. When the field is cultivated and has fertilizer, the plant will start to grow. When the plant is fully grown, press E or Shift to harvest the item grown on it. For plankwood, using an axe or a chainsaw to hit the tree to create planks is needed.

Crop Plots can also be upgraded with scrap and a construction mallet to be bigger.
The 4 sizes are tiny - small - medium - large.
The bigger the plot is, the more cultivation and fertilizer it can store, following with 50% tiny,
100% small, 150% medium and 200% large.
Plot sizes affect the total number of plants that can grow of the same type at the same time.

In total, there are 13 types of plants that you can grow on a Crop Plot.
Name of the plant
The speed of growth in seconds
Amount of yield from a small (100%) crop plot
Plant use
Gunga Tree
150s
4 gunga fruits
Most efficient healing fruit, heals 50% of total HP
Potatoes
120s
10 potatoes
Cookable food that heals averagely
Haygrass
180s
5 haybales
Extreme yield in biomass (125), useful for Biomass Generator or Compost Bin
Oilseed
200s
5 oilseeds
Fuel plant, each oilseed contains 2-10 fuel
Watermelons
160s
5 melons
Good for healing and stamina regen. Temporarily increases walk speed; 15s for chunks, 30s if whole
Banana Tree
180s
5 banana bunches
Good for healing and stamina regen. Large yield; banana bunches can be split into 5 bananas each
Orange Tree
230s
15 oranges
2nd most efficient healing fruit, also giving tempoary damage reduction
Zaproot
190s
6 zaproots
Regenerates Shield reserve, good while running, but damages player
Monarch Spice
260s
12 monarch spice roots
Used as cooking ingredient and can be sold at a Stockbin
Crimson stalk
240s
8 crimson stalks
AKA Necrotics, allows for healing grievous with a medkit but causes a drunk+small confusion effect; can be sold at a Stockbin
Fleshroom
50s
15 Meat Cuts
Can be stored as meat cuts, useful for healing small chunks of HP and stamina (with Cannibal trait)
Plankwood
300s
2 wood trees
Can be cut with an axe or a chainsaw to create planks, useful for barricades
Ironleaf
150s
10 ironroots
A plant rich in Scrap, every ironleaf contains 2-10 scrap
The Botanist trait can improve the speed at which plants grow by 25%. If the Cultivation and Fertilizer is over 80% in capacity, the plants will get an additional 5 - 10% growth boost.
With the Gardener's Trowel mod, you can get an additional 10% growth boost.

In order to farm efficiently it is recommended to always have a small/medium/large sized Plot that is growing haygrass to assure enough biomass is present for growing plants, while having another medium/large sized Plot present to farm the main thing you are seeking to grow.

On freezing climate-maps, the plant growth speed is decreased by 40% if not near a heat source (See Climates section)
How-to Fencing, Farming
Understanding your sightlines and fences
Imagine you have to constantly shoot all the time. Would you prefer sitting in this type of fence cade?


Or this one?


Obviously the bottom one, right?

Planning out your fences is an extremely important process as a metalworker. Sure, you may be able to upgrade your fence easily to Chainlinked, but what happens if you get swarmed or dont have any more resources?
What if your only fallback ends up being Wooden Fences that you cannot shoot through?
Or if you decide to run an Alloy fence (Combine Wall), which is also non-shoot-thru?

Simple: You have to plan forward for how you will expect zombies to push up to it! Treat your fence like it is a cade! The U-Form or V-Form principles of Cading also apply here!!

Deciding how you will lay out your fences can not just greatly reduce the stress of the DPS (as they will not be wasting time running into shooting angles), but also dramatically increase your fence's chances of survival, as the stress can be spread out between them.

Lets examplify this with a simple sketch:
Red - Zombies
The black circle - You
Brown lines - Wooden Fence / Combine Wall

Sketch One - Bad example


Sketch Two - Good example

First sketch we can see a long striaght wall made of Wooden Fences/Combine Walls.
Clearly the poor DPS-man has to constantly move around to properly shoot the zombies, as they can easily get back into cover across this long line of fences, not to mention that the DPS-man will struggle to hit any zombie that may enter the centerpoint of a fence.

Second sketch instead, we can see a V-formed Fence line. The DPS-man can easily turn to the zombie that is the most threatening, the DPS-man barely exposes or moves his position.
The zombies have nowhere to hide - the only thing they can do is push in or get sniped from further away.

Never forget - plan your fences!


Understanding farming

The entire ordeal of farming is the following: You are playing a race against time at the start.
How can we make the best of this situation? Believe it or not, Gibs are unbelievably tremendously useful during the early stages of farming. If you are using the Farmer class, then sure, you might have a Compost Bin and the Box of Fertilizer - but if you just end up growing haygrass over and over again, you will never be able to advance your crop plots, which means upgrading them with scrap - which means, never getting more resources and being stuck in a feedback loop.

So what do we do to fight this "race against time" ?
Simple, really:

Force your team, or force yourself, to bring gibs to the cade, and grow / get / gain scrap as soon as you can!

The consumption of fertilizer is always the same, no matter the size of the plot - therefore meaning you can grow four times more plants if you manage to max the crop plot size out early!
By growing scrap first, using the Box of Fertilizer, and bringing gibs to the crop plot once the game begins, you can provide yourself a steady supply of scrap before the game even properly started, and then upgrade it!
What follows is the ability to give yourself a steady supply of Haygrass or other plants if done correctly (either by upgrading one crop plot to Medium, or two crop plots to Small)


Beginning the process. We assume you do not have any compost bin yet. Grow Ironroot and throw the Box of Fertilizer on it. Then get gibs in Wave 1 from killed zombies

The process done correctly. The points gained from killing and getting gibs can let you buy a compost bin. This crop plot was immediately upgraded after the Ironroot finished growing. Now the goal is to get more gibs

There are several ways to get scrap and gibs early in the game, even before it starts, kickstarting your farms:
  • Metalworker's synergy with Farmer and Miner is special: He has his hacksaw that can easily dismantle metal props into scrap, which is excellent for upgrading your crop plots early on before growing anything. Ask him to pass the scrap on to you!
  • Radioactive barrels mostly contain scrap inside them. By pressing shift on them, you can rummage for tens of scrap to use in the early game (just make sure you drink alcohol afterwards to get rid of radiation). If this is too slow for you, use a crowbar! It speeds up this process!
  • A Miner can easily and quickly get the 41 necessary scrap to upgrade the plots from mining rocks. Ask him to help you!
  • Run shotguns or rifles! To create gibs from a zombie, you have to kill them by dealing more than 50 damage at once. The Farmer class comes with the Durak shotgun that can gurantee this! So use it!


By following the process or tips correctly, you can ensure by the end of wave 1 that not only can you theoretically get fences up , but also be easily prepared for any threat that stands your farms the following waves, with no problems to your steady biomass supply.
Climates

An example of a freezing map, easily noticeable from its dark blue color in the map selection screen.


In some maps, a different climate might be present than the usual Temperate climate that does not affect survival. The climates that affect survival are

Freezing Climate
In a map with a freezing climate, the temperature of a human will constantly drop if not near a heat source. You will freeze outdoors faster than indoors, so it is recommended that you either place a campfire or hobo barrel inside as soon as possible to warm you and the team up.

The Campfire and the Hobo Barrel can be bought in the Construction section of the shop, with the Campfire costing 35 points and the Hobo barrel 20 points. The main differences is that the campfire burns using wooden props (touch the Campfire with a wooden prop to insert the prop) that are destroyed but turned into kindling to fuel the fire (and can also cook food by pressing E on the campfire, which improves the food's properties), while the Hobo Barrel is an economy version of the Campfire that runs on fuel and burns slower, but warms up slower.

Humans can also warm themselves up by using any melee that requires stamina if the temperature of the human has not fallen too low.

The more the temperature of a human falls, the slower the reload speed and walk speed will become. If it falls under a certain point, stamina regeneration becomes impossible without warming yourself up again. And if it goes even lower, the human will start to lose HP and become even slower until they eventually drop dead. The cold temperature is also not very good for plant health, resulting in a -40% reduction to farming plant growth speed unless the farm is close to a heat source.

The speed at which your temperature drops will scale with how many waves have passed, getting worse with each wave passed. However, zombie speed will also scale downward as the temperature gets colder.


Scorching Climate
(TBA)
In a map with scorching climate the temperature of a human will increase quickly. Humans must find ways cool themselves down by using cooling sources or otherwise face bad effects from overheating.
Mutators
Mutators are a random modifier of the gameplay, intended to make the round be played in a higher difficulty. Those have a 5% chance to appear at every round start, and last until the game is finished.

Flesh Mycelium*
A strange fungi spreads around!
*No longer present. Information here remains for archive purposes.
The Flesh Mycelium is a mutator which starts spawning Mycelium on the map, starting with one 'node' which is randomly picked - once spawned, it will start slowly growing on its own until it reaches maturity - at which point, it will start buffing the Undead, giving them a high resistance and speed boost in the vicinity, as well as producing Gas which will drain stamina and damage the Humans.

A mature Mycelium node, along with a still-growing Mycelium node.


TIPS:
  • The Mycelium is highly resistant to firearms (80% damage reduction) - use Melee weapons to destroy these.
  • The Mycelium will spread through the Undead and in close vicinity of other Mycelium nodes - rule of thumb is, where zombie cannot go, the Mycelium can't grow there.
  • The Mycelium CANNOT be destroyed completely. Once all nodes are destroyed, it will pick a new spot to appear in - destroy all but one node which should be furthest from the point you want to be defending from.
  • Consider using the Harpoon or Metal Spear to safely out-range the Gas of the Mycelium and destroy it with ease. Beware, as you can barely outrange it.

Raided Warzone
This sector is being raided by rogue civilians!
The Raided Warzone is a mutator occuring only on large open maps, starting from Wave 2. Raiders are NPCs that spawn afar from human players and attack them and undead alike, attempting to get closer to them, coming to such cases as NPCs breaking down Barricades, then pouring inside.
On death, they drop weapons or random items such as food items, gear, PC components or simply give points for executing them.
They are not restricted to HL2-based weaponry - they are well equipped and also have some of the strongest arsenal that Corpse Hazard has to offer.

A gang of Citizen Raiders, ready for attacking hostiles.

The Raiders can be categorized by their ranks:
  • Citizen Raiders - Spawning on Wave 2, they have 300HP, spawn with a Crowbar, Stunbaton, low-tier Pistols or SMGs. They prefer close distances and it does not take too much to take them down. However, some of them may still deal high damage to you at close ranges - do not engage them if you arent certain that you will kill them safely.
  • Refugee Raiders - Spawning on Wave 4 (25% chance of spawning), they have 600HP, spawn with a Revolver, Annabelle, low-medium tiered Shotguns, low-medium tiered Rifles or medium tiered SMGs. Even if their accuracy is not great, they can close in rather quickly and have tendency of one-shotting Humans that get too close to them, especially with Rifles and their Revolver.
    Beware of their high power weaponry - a wrong move is already enough to kill you, even with protective equipment in some cases (like Shotguns or Rifles being wielded by them). Safest to engage them is over long distances or when they are reloading.
  • Rebel Raiders - Spawning on Wave 5 (10% of spawning), they have 1000HP, spawn with RPG, Crossbow, AR2, or any other medium-tiered 7.62s, 5.56s, SMGs, Rifles or Shotguns. Their large health pools, automatic weapons and especially RPG make them deadly against Barricades and Humans.
    Only take these out from a distance and make sure you have a healing source - the tendency to one shot is great when fighting them.
  • Barney - Spawning on Wave 6 (Guranteed), he has 10.000 HP and spawns with the highest of end tier Rifles, 5.56, 7.62 or Shotguns. These are, but not limited to,
    • the Zerstörer 5.56 Assault Rifle
    • the Oppressor 5.56 Machine Gun
    • the Honeybadger 7.62 Assault Rifle
    • the Perkele 7.62 Light Support Weapon
    • the Arrowhead Anti-Materiel Rifle
    • the Odin Anti-Material Rifle
    • the Bulldozer Anti-Materiel Rifle
His currently wielded weapon will certainly drop if killed by a human.
Barney should only be taken on by Snipers from a safe distance, or swarmed by many humans at once. Going alone to fight him is a near certain death sentence - follow the tips below to efficiently kill him.

TIPS:
  • The Raiders spawn away from Humans and can be distracted easily by the Undead, however if they're killed by Zombies they won't drop any loot!
  • The Raiders' accuracy drops over distance massively and using a sniper rifle to deal with them is recommended.
  • The Raiders' can be hunted for large amounts of loot and/or points, especially the stronger ones.
  • Raiders will actively hunt humans down if they are not distracted. Either wait for the Undead to appear and distract them, or be ready to face them with Armor or Shields to avoid death on certain weaponry that they may use.

Lost Signal
A derelict Relay is being attacked in this sector!
Desperate attempts were made by the Combine to contain the exploding zombie mutations on the planet earth. Realizing that their efforts may be futile, the last dropships have abandoned the earth. Abandoned and left for dead, the few remaining combines have decided to surrender and regroup with the remaining survivors - to defend the last few remaining communication points, also known as their Relays.


Lost Signal is a mutator where several Combine with their own pulse-based Weaponry attempt to defend a relay alongside the human team. While they do not possess very great aim, the Combine are divided into their unique roles to help defend said relay from Zombies:
  • The Combine Remnant Scout (100 HP), who uses light weaponry but speeds ahead of other Zombies to defeat small threats (Headcrabs, Nest Creepers, ...). Scouts usually spawn with the Z9000 Pulse Pistol or the AJM-7 Heavy Pulse Pistol.
  • The Combine Remnant Trooper (200HP), which use normal Assault Rifles to defeat your usual targets. They spawn with the Quark P-10 Pulse SMG.
  • The Combine Remnant Heavy (150HP), equipped with the Caucasus 7.62 LMG to take care of heavier and bigger threats.
  • The Combine Remant Sniper (100HP), who possesses the special Convex-R25 Pulse Sniper to slow down and stun targets, making them vulnerable by messing with their movement ability and disabling any special attacks they may have.
The relay possesses a lot of health, but cannot be repaired.
The Combine have a seperate point pool from the human team. They share it in-between each other and will attempt to upgrade their weapons whenever possible.
Their immense firepower in some cases can support the human team for a long period of time.

However, the fragility of their health requires the human team to also coordinate with them - or risk losing the relay and having it explode, triggering an instant game loss.

Combines will occasionally try to upgrade their weaponry if theres a bazaar near the relay.


Combine Combat
TIPS:
  • Heal the Combine. They will protect you from some threats that you may not even recognize in time.
  • Place a bazaar near the combine. You will be grateful for the buffs to their firepower.
  • Many spots of the relay are out in the open - consider a Metalworker and a Miner to fence off said areas. The Combine can sometimes act as the DPS themselves if necessary.
Glossary & End Notes
Glossary
As the new mechanics roll in, the requirement for teamwork and quick communication grows. There are a bit of old terms that are shared within different Zombie Survival servers as well as Corpse Hazard-specific terms that are often used:
All terms, sorted alphabetically
  • !human - Command to become a human once after having died before
  • aegis/boards - 'Aegis' Barricading Kit, tool used for quick but unrepairable barricades
  • baron - Petrisis' Baron, a boss
  • bazaar/arsenal - Refers to Bazaar deployable, that allows selling used weapons/gear
  • bed - Medical Bed, deployable used for healing Grievous Damage
  • bin - Stockbin, used as a market for resources
  • biomass/biogen - Often used as Abbreviation for the Biomass Generator, which turns food into power
  • bulletcade - Specifically refers to 'having no barricade' other than pure DPS
  • cabinet - Medical Cabinet, deployable used for healing Grievous Damage
  • cade - Barricade used constructing, see Barricading section
  • cybra - CybraEye, gear used to enhance accuracy
  • double nail - Refers to using two nails in a prop, stopping the prop from flying off when broken
  • fence(cade) - Specifically refers to a cade made out of Fence Frames
  • flash - Flashbang, used for stunning and blinding Undead. May also reference to a Flash Drive
  • geek/gf - A player that has Geek Freak, trait which is necessary for double Mastercrafted upgrades if one wishes to upgrade from Exotic to Mastercraft
  • griev/grievous - Refers to Grievous Damage
  • hammer - Tool used for barricading
  • int/inter - Intermission
  • mask - Gas Mask, gear used to prevent Gas damage
  • mc/mastercraft (boost) - The 6th upgrade in The Lab, providing a better bonus than the rest of the upgrades
  • metalworker - A class/set of player that focuses on processing existing resources into products
  • miner - A class/set of a player that focuses on mining and gaining new resources
  • muscular - A trait which allows picking up heavy props instead of dragging them
  • nail (singular) - Order given to affix a prop into a place
  • night/mare - Nightmare, a boss
  • pack - Order given to package deployables as objective progresses or barricade falls back
  • props - Furniture which can be used for barricading that isn't affixed to the map
  • rad/radiation - Refers to Radiation Damage
  • recade - Process of re-barricading during an Intermission, by securing and bringing props to the forward barricades
  • redeem - Redemption by 4 kills, granting an extra weapon. Can also refer to !human
  • reinf - Reinforced Nails, nails which reduce incoming damage to the barricade
  • rep/repair - Used as a command whenever a barricade is low on health
  • res/resupply/resbox - Resupply Box
  • return - Negative trait which hampers player
  • run/back - Alert used to go one layer deeper into barricades as front one has been destroyed
  • sh!tcade - Bad type of a cade, see Barricading section
  • stun - Leg damage which prevents movement, either for Humans or Undead
  • tele - Teleporter, deployable allowing Teleporting between two fixed points
  • thet/thetium - Thetium Generator, generates electricity via pulse rounds
  • workbench - Refers to the Armor Workbench, which restores Armor
  • z-main - A player that gives up on playing as a human and plays as a zombie
End Notes
First, a big thank you for veterans who decided to be contributors, providing all additional strategies and tactics to the guide and filling out chunks of the guide: DuffT, erdf & Keymaster

This guide barely scratches the surface but as a joint effort we done our best to categorize all elements to be within. If something is missing here or is wrong, please point it out in the comments and we will work on the segment. All information was delivered first-hand from data, development channel and updatelogs on the Discord server.

We hope the guide has helped you to understand the vast mechanics of the Worm's Zombie Survival or even have encouraged to try out the gamemode. We are more than happy to help on the server or on Discord! - Worm
10 Comments
Alexander the Greater Apr 26, 2024 @ 7:05am 
they call me doctor worm
good morning how are you i'm doctor worm
Ea-Nasir Jan 16, 2022 @ 10:03am 
because looks kinda cool
Ea-Nasir Jan 16, 2022 @ 10:02am 
will be sure to join the servers someday
Knugen Nov 27, 2021 @ 10:40am 
um what part of this are we talking about?
berry Jan 13, 2021 @ 3:45pm 
Needs more images/gifs but it's a good guide
Taint Snorkeler Dec 24, 2020 @ 10:02pm 
can you add a list for all master craft upgrades?
Genuline Nov 1, 2020 @ 10:28pm 
join worms server or perish...
Luka2000 Oct 31, 2020 @ 5:43am 
i aint got time to read this lol
BRDM-2 Oct 30, 2020 @ 2:34pm 
whats the joke.
Aquarius Oct 29, 2020 @ 1:38am 
This is incredibly cool! Good job.