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Numbers from the game's rules

05Field guide · Out there

The infected

Out there5 kindsRestlessHot5 min read

Five kinds come for you. Two of them are on every run, three only when the tier lets them out. All of them hear a gunshot from further away than they can see you.

01How they find you

They see you inside their sight range, and they come to any noise they hear. A shot from the pistol carries 13 tiles, about twice as far as a walker can see. Crouching drops your footsteps to 1 tile.

How far each noise carries
NoiseHeard fromWhat it costs you
Footsteps: crouched · walking · running1 · 2.5 · 6 tilesSneaking cuts these by 7% a level
Machete swing2.5 tilesNothing past the doorway
9mm Pistol shot13 tilesThe street
Pump Shotgun shot19 tilesThe whole block
Assault Rifle shot21 tilesEverything in range, every shot
Calling an extraction14 tilesThen 10 tiles every 5 s while you wait
Scrap Metal · Supply Case in your pack+4% · +30%Your footsteps carry further

Every noise also heats the block up: the hotter it is, the sooner and bigger the next wave.

02Walkers

Most of what's out there. Slow, and easy alone; dangerous in a crowd you didn't count. Every wave is walkers and runners.

Spec 01Every tierA walkerWalker
Health
60
Chases at
1.15t/s
Hits for
9–14
Sees
7tiles
  • You outwalk one. Walking is 2.0 tiles a second, running 3.0.
  • Three pistol hits or two machete swings put one down.
  • Each hit can start bleeding (3 in 10) or bite (1 in 10). A bite means infection.
The tellA shamble toward the last noise it heard, then a lunge once it's close.

03Runners

Looks like any walker until it runs. Less health, much faster, and more of every wave the longer you stay out.

Spec 02Every tierA runnerRunner
Health
40
Chases at
2.5t/s
Hits for
6–10
Sees
8tiles
  • Faster than you walk, slower than you run. Sprint only while you have the stamina.
  • It gives up a chase sooner than a walker does.
  • 12% of the infected in a wave are runners at the start, more every minute after.
The tellThe only infected that runs. If it's coming fast, it's a runner.

04Screamers

It doesn't fight much. It sees you from 9 tiles, further than a walker or a runner, keeps its distance, and calls the block in.

Spec 03Restless · HotA screamerScreamer
Health
45
Sees
9tiles
Keeps away
4tiles
Screams
2max
  • Hit it while it draws breath and the scream is stopped. It tries again 2.5 s later.
  • Up to three walkers on a map turn into screamers. Calm has none.
  • A scream sends every infected within 9 tiles that isn't busy to where it saw you.
The tellIt stops and rears back for 1.2 s before the scream.

05Radioactives

Rare and tough, and hot to stand near. Killing one isn't the end of it: it bursts, and leaves a pool that glows for half a minute.

Spec 04Restless · HotA radioactiveRadioactive
Health
120
Hits for
8–13
Each hit
+5rad
XP
×3
  • Shoot it from range. Within 1.4 tiles of a live one you take radiation every second.
  • Step back when it drops: it bursts 0.8 s later, hurting everything within 2.5 tiles.
  • Its body is never empty, and has the best pockets on the street. Wait out the pool.
  • Radiation never wears off. From 40 you're sick, from 70 you lose health, at 100 you die. Anti-Rad Meds clear 60.
The tellA green glow under it, and on the ground where one died.

06The brute

One per run at most, asleep in its lair until something wakes it: a noise close by, being seen, or being hurt. On Hot it's always out when the map has a lair, with the job "Put down the brute".

Spec 05HotThe bruteBrute
Health
700+250 a crewmate
Slam
24
Charge
28
XP
×10
  • Hits from the front do half damage. Flank it.
  • Make it charge into a wall: it's dazed for 2.5 s and takes half again from every hit.
  • It won't follow you more than 12 tiles from its lair.
  • It roars at two thirds and one third health, and the roar calls the block.
The tellIt plants its feet 1.0 s before a slam and 1.1 s before a charge.
Put it down and everyone gets paid. The job pays 5 reward items to each of you who gets out afterwards (2 more on Hot, 2 more if you went alone), and its cache holds one more find for every crewmate who did a tenth of its health.

07All five at a glance

The five kinds of infected
KindHealthChases atHits forBleed · biteOut on
Walker601.15 t/s9–1430% · 10%CalmRestlessHot
Runner402.5 t/s6–1025% · 6%CalmRestlessHot
Screamer451.05 t/s5–815% · 5%RestlessHot
Radioactive1201.0 t/s8–1320% · 5%RestlessHot
Brute7001.35 t/s24 · 2850% · noneMaybeHot

You have 100 health. You walk at 2.0 tiles a second and run at 3.0. The brute's health is for one survivor; each crewmate adds 250.