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  • Abridged Arena Array:
    • Broadway and Brooklyn are played the most in multiplayer, followed closely by Chinatown and FEMA, mostly for being generous with supplies and weapons throughout. Broadway in particular has a guaranteed machete in the spawn room, as well as a sniper rifle with ammo on the balcony of the same house. After the cinema section you get to the street area which is pretty wide and easy to maneuver.
    • Toxteth is also fairly common to find due to lots of open space to run around and overall simplicity of the key objectives. There is also a hidden gun cache in one of the starting houses that holds a ton of firearms, though it works only 50% of the time. While it is locked behind a keypad, the code combination is well-known among many experienced players.
  • Complacent Gaming Syndrome:
    • Wielding machete/crowbar with a flashlight will most likely carry you through the entire round due to their light weight, devastating killing power, and ability to easily see in dark maps.
    • As for heavyweight weapons, the Pickaxe found itself in a warm spot amongst many due to its sheer killing power and light weight, especially in comparison to FUBAR and Sledgehammer.
    • Among the firearms, people prefer using Colt M1911 for its sheer killing power (killing a zombie with one single headshot most of the time), abundance of its ammunition and for how common it is in the game proper. And since it is a handgun, you can use the focus mode to further increase the chance of a one-shot kill to the head.
  • Demonic Spiders:
    • Runners are much more dangerous than shamblers due to their high speed and versatility, making shooting them in the head from a distance a chore. Attacking them in melee is just as risky since they can survive the strike or ignore the shove and take a bite out of you anyway. They are most dangerous when dealt with in tight spaces, leaving little room for navigation and even lesser room for a mistake. Oh, and if you die from infection, your character will automatically become a Runner Zombie upon reanimation. Joy.
    • Zombie Children are just as bad, if not worse. While they cannot infect you unlike other zombies, they compensate for that with their small height and high running speed, making them especially frustrating to take out without risk, especially with a melee weapon.
  • Game-Breaker:
    • Once you find a crowbar, a hatchet or a machete, you can freely throw any other melee weapon you had been storing in your inventory in favor of these, excluding maybe a chainsaw if it has fuel. Each of these weapons is powerful enough to kill a zombie with a charged attack of three or even two seconds, and unlike baseball bat, shovel, E-tool or any other heavy weapons, can be carried with a flashlight that never runs out of battery (and in case of crowbar, makes the charged attack easier to perform without the weapon obscuring your sight). Needless to say, many players prefer to stick with either of these three weapons listed above because they are really that good.
    • Chainsaw and Abrasive Saw both use fuel cans as ammo, but the end result is worth all the fuss - while you are restricted to move at a slow speed, the sheer killing power of the two weapons is more than enough to cut through entire hordes of zombies. The fuel drain is also merciful, allowing you to get very far even without any additional resupplies. Abrasive Saw is also lighter, yet has decreased fuel reserve.
  • Nightmare Fuel:
    • At the end of Cleopas, you need to hurry to the helicopter in order to get extracted. If you are too slow (or fail to find the pilers from the lock quick enough), your entire vision suddenly gets obscured with a flash of light with a loud explosion roaring in the distance. When it clears, the entire sky and surrounding area turn red as a large nuclear mushroom rises in the distance, meaning that a freakin nuke had been dropped not so far from your position. More often than not, the players have very little time to escape else the helicopter will abandon them to their fate.
    • Being infected is, to say the least, a pretty unpleasant process full of Interface Screw. The second you see the veins appear at the corners of the gradually darkening screen, you know that unless you find Phalanx pills (which stave off the infection for a couple of minutes) or the vaccine (which cures the virus outright) you are done for. And if you do succumb to the infection? Your player character keels over dead, then rises back as their model becomes paler and more zombie-like and goes after your former teammates, becoming yet another hostile NPC in the progress.
    • A slightly tense instance of Paranoia Fuel is that you don't have to be bitten in order to be infected, simply walking through infected water will do the trick just as well.
  • Scrappy Weapon:
    • The only weapon the players cannot drop is their own fists, but they deal damage so low that you better shove zombies aside to run through (which they are perfectly fit for).
    • Having a knife or a wrench is barely better than running around with fists and will most likely end up being swapped with more powerful weapon down the lane.
    • The flashlight is a good choice when combined with any lightweight melee weapon, but as a blunt weapon it is very bad due to low damage.
    • The SV10 double-barrel shotgun, while not bad on its own thanks to improved range, is vastly outclassed by literally any other shotgun due to having only two shots per "clip" that you can accidentally expend if you're not careful, as well as a long reload time period.
    • MAC-10, of all guns, ended up landing in this category thanks to consuming ammo at an incredibly fast rate and weighing quite a lot. On top of that, it's the only automatic weapon that does not have a fire mode selector, meaning that you will waste at least one .45 ACP bullet while trying to kill a single zombie. While it does fare better against hordes, you'd be better off saving its ammunition for the M1911.
    • The Flare Gun is useful for calling an additional supply drop in the Survival mode, but as a firearm it's flat out awful. Only one shot, scarce ammo and inability to kill a zombie immediately; instead it sets them on fire and puts the player at risk of facing Infernal Retaliation from their target.
  • That One Level:
    • Junction is not entirely difficult, but at one point you have to get the welder, get the door open and then enter the code into the keypad. This section has a lot of shamblers and runners, leaving little room for maneuvering. The sewer section might also cause some problems to new players due to confusing corridors and not much space to move around.
    • The underground part of FEMA has a somewhat tricky layout to navigate through, not helped by narrow corridors and constantly spawning zombies. One common route also has you arm the sterilization procedure and then proceed to bail out into the cavern part in the time span of 30 seconds before the facility explodes. If you do not know the map well enough or get lost, you are pretty much screwed. But the hardest section is the specimen gate area where you have to install the crank and rotate it until the small wooden door opens. The problem is, you can't stop rotating the crank either or the door will close. The constant presence of shamblers is the true problem here because they are present at both sides of the specimen gate. Even afterwards, you will have to navigate through the dark caverns while avoiding shamblers, which is difficult without the flashlight. The surface part is much easier to go through, but it may also have the diesel pump task which requires you to fuel up the helicopter while the shamblers surround you from everywhere.
    • The 2018 update brought two brand new maps, as well as adding several community-made levels to the official roster, and well... Let's just say most of them make the two aforementioned examples very easy.
      • Underground. In addition to being very long and tedious (and may God help you if the player respawn is turned off), it has all types of zombies packed in cramped corridors, rooms and even some outside areas, meaning that if you get infected, there is nothing you can do to avoid your fate because pills and vaccines are pretty scarce. The beginning in particular is difficult enough because you have only a couple of firearms and several mid-tier melee weapons, and you are forced to run through an underground road full of zombies, meaning that getting cornered or grabbed is a guaranteed death sentence. Another difficult place is the elevator room, where at one point several containers full of runners are opened upon a certain trigger, though there is at least a bit more space to maneuver around, as well as a machete spawn. The outside section is not that difficult, but still challenging.
      • Quarantine. Much like Underground, the level is also very, very long, and initially isn't too bad until you get outside, where the streets are packed to the brim with many, many zombies and even a few runners, making it extremely difficult to even get across the street. Not only that, but the objective marker doesn't tell you where to go, making it more likely you'll waste resources and time going from building to building trying to find the objective only to be met with a dead end. The sewer objective is also difficult since it has a lot of runners and a very confusing layout too, and the location of the key and crank spawns is entirely RNG-based, though the game is at least generous enough to place a guaranteed machete spawn, as well as a gene therapy shortly afterwards. The quarantine gate task that comes next is difficult too - you are required to close it, yet not only does the gate itself close slowly, but constant stream of shamblers and zombie children will keep you distracted from actually pulling the crank. Another task has the players get to a military checkpoint, and just like the lab section from FEMA, anyone who does not enter the area in time will die, and the time limit is very strict.
      • Suzhou. The first half is not too bad, mostly consisting of melee combat in tight streets and alleys (because firearms are uncommon in that part of the map), but upon the players reaching the overrun evac site, the game leaves little room for error. For starters, the building is swarmed with shamblers, runners and kids thrown in one mix together, making clearing them out quite a choir. Worse, while that simply retaking the evac site and calling for help is difficult enough, defending it from hordes of zombies while waiting for the rescue boat to arrive is very difficult to do without a chainsaw or an automatic weapon. The building itself has little space to maneuver, meaning that if zombies break through your barricades and pour in before the boat arrives, only a fueled chainsaw might be able to save you. Even after the doors to the pier open, it takes a while for the boat to arrive, making you stand your ground for a bit longer.
      • Whlie Broadway is an easy map with tons of loot and open space to practice, its sequel, Broadway 2, is anything but. The first half is pretty straightforward, but when you reach the basketball court, the difficulty slightly amps up. Dealing with a neverending swarm of zombie children on the playground will be the least of your problems as the whole stretch between blowing up a wall in the convenience store (either with a gas can or with a tank cannon) and getting to extraction point will most likely kill off most of the player team. Not only is there a large group of shamblers near the entrance, but you also have enemies spawning from behind, thus you are at risk of getting surrounded and eaten from both sides. But what truly makes this map infamous is the evacuation fakeout that you have to fall for every time. You have five minutes to get to the rooftop, only to see the wrecked helicopter that was supposed to pick you up. Then, with the same timer still ongoing, you have to either go down to the monorail and board the train (which is the easier task of the two) or go back to the basketball court and board a helicopter, and you don't have much of a choice either since the escape path is always predetermined by the game itself. Going back to the court might also cause the game to end prematurely because the first countdown might have already expired even before the rescue helicopter leaves.
      • Prior to being balanced in the later updates, Shelter was unforgivingly brutal. The surface part is hard in its own right with constant streams of zombie children and runners constantly putting you in danger (and these are sprawled throgh the whole map), but the underground part is where the game becomes much harder. The red key door quest has you venture through the rooms with lots of chokepoints and shamblers, the sewer section is sprawling with runners and the arena onslaught has a huge swarm of zombies thrown at you. Before the 1.10 update, the last part was an absolute hell to go through, with not enough ammo to withstand the horde. Your only hope was chainsaw (that needed to be obtained via a weird parkour section) or a medical box bug (which could easily be undone by a newbie or a griefer), but the recent update thankfully placed the chainsaw right in that area and also made it possible to stay out of the zombies sight until the door opens. The final stretch has corridors full of runners, but if you saved enough of chainsaw fuel, you will be fine.

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