room13
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Info, Tips and Tricks
By Elder_Moloch
Hello!
I will try to cover what I know about this game in case someone needs info or help.
This guide will lack screenshots probably, since I almost run out of space for their Steam storage with previous guides. Sorry.
   
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1. Menu, Modes, Settings, Controls
Spoilers ahead in this guide. Be aware.

Main Menu.
Shows total amount of kills, deaths, rounds at the bottom.

Tutorial/Story Mode/Arcade Mode.
Tutorial is basically the same as Story Mode, but with tips for different things. As for Story Mode vs Arcade mode the only differences I found are:
  • You can start with unlocked faces.
  • Boss faces don't appear.
  • Final boss battle is probably unaccesssible
  • It seemed that there are more supply boxes in Arcade Mode, but not sure.

Options.
Let you choose sound volumes, resolution and controls. Controls don't seem to save (at least for me). Default controls (for keyboard).
  • AD - movement left/right.
  • WS+AD - movement up/down.
  • Doble tapping AD - melee attack (can't be changed at all via Controls).
  • Ctrl - throw melee weapon/attack with fists, when no melee weapon.
  • Space + S (hold) - drop down through floor.
  • Space - jump.
  • Arrows left/right/up - shoot left/right/up.
  • Arrow down - scroll through weapons. Allows to switch between 2 weapons or shot from both.
  • "/" button - ability.
  • P - pause. Be careful not to press Esc on accident during game or you will be send to Main Menu. Enter is to continue in pause menu.
  • Enter - open container with face/weapon upgrade. Press Enter again to apply upgrade for main weapon. Press Esc to decline upgrade for weapon.
  • Shift - apply upgrade for secondary weapon. Esc to decline.
2. HUD, Regular enemies, Drops, Room elements, Supply boxes, Face boxes, Keys
HUD.
  1. Bottom left Red - Health. Restores with Health drop boxes in most cases or by changing face.
  2. Bottom left Grey/White - ability meter. Grey when not active and white when can be activated.

  3. Central bottom left - current ammo/ammo capacity for main weapon. Both cases of current ammo fullfill from Ammo drop boxes and picking up weapon upgrade, which affects Ammo.
  4. Central bottom central - current ammo/ammo capacity for secondary weapon.
  5. Central bottom right - melee weapon and amount of charges (hits) for it left.

  6. Bottom Right Red - meter with 3 parts, which fullfilled by meat from zombies. Each part, when filled spawns Blood Jar, which needs to be picked in short period of time or it will blow up (its aura starts to pulsate, when it's ready to blow up) and decreases current part of meter back to 0 and damages player. Blood meter only fullfills, until curent part is filled – it doesn't fullfill when Blood Jar appeared or during timer between Rounds. If all 3 Blood Jars are picked Round will be finished, doors will open and no more enemies will spawn for around 7-10 seconds (all previous enemies will instantly blow up). Player can travel to another room or stay in same one. Supply and Face boxes will spawn, if not picked before (Face boxes respawn after few Rounds) or both will respawn, if to travel to another level and return back.
  7. Bottom Right White - under red meter there is name of a room you're are in.

  8. Central top - HP of a boss, if boss present.

Regular Enemies.
There are 3 types of regular enemies (all marked with Red on screenshot). First 2 drop up to 3 pieces of meat (may be no meat, when killed in very close range, but still counts towards blood meter). The more you progress in total, the bigger chance that special zombies will start to spawn from Round 1. All enemies, including bosses damage on contact (even with their backs) as soon as they appear, so spawn points are dangerous place:
  1. Regular Zombies.
    • Standard Pistol – 1 shot.
    • Slow, but can run, when near player or sometimes move faster for no reason.
    • May carry weapons in their heads, if player is unarmed.
    • May crawl from ceiling of heighest floor or from floor of lowest floor.

  2. Fast short zombies.
    • Standard Pistol - 3 shots.
    • Fast and can become faster when near player.
    • Appear usually after few Rounds, but may spawn even during 1st Round after some time.

  3. Big tank zombies.
    • Standard Pistol - 6-7 shots.
    • Slow, but can become a bit faster when near player.
    • It seems they drop a bit more meat.
    • Appear after few Rounds.

Drops.
Marked with blue on screenshot.
Regular drops (each drop is 1 per room with exception of drops from supply boxes):
  1. Ammo - black box with target aura. Drops almost as soon as player shoots. May not drop in some cases, when player shoots from secondary weapon. May drop from supply boxes too.
  2. Health - red box with cross aura. Restores HP. May drop after player is damaged after some time (time is a bit random, but eventually it drops). May not drop in some rare cases (due to bug, I assume) and won't drop, if it dropped under floor.
  3. Explosive Chicken - cage with chicken with feathered aura. Chicked will jump near player, when picked and will explode on impact with enemy dealing AoE damage. Deals a bit damage to player too, if too close. Starts to drop after few Rounds usually, but may not drop at all aka random factor.
  4. Explosive Wave - box with "!" symbol inside triangle and similar aura. Sends synced wave of explosions to the left and to the right. Doesn't cover whole floor and damages only farthest targets during wave (aka doesn't affect enemies, which entered smoke after explosion). May damage player a bit, if player moves in direction of explosion. Same as previous one starts to drop after few Rounds usually, but may not drop at all aka random factor.

  5. Weapon drops (drops only from regular zombies and mostly, when player missing melee weapon):
    • Knife - Uses 10, PWR - 1.
    • Hammer: Uses - 7, PWR - 3.
    • Crowbar: Uses - 7, PWR - 4.
    • Axe: Uses - 5, PWR - 5.
    • Pipe Wrench(Chainsaw before being picked): Uses 7, PWR - 5.

  6. (not on a pic) Blood Jar - Jar with blood like thing, which drops, when 1 part of 3 parts meter is filled. Has red round aura. Blows up after some time, decreasing current part to 0 and dealing damage to player equal to reqular bite.

Room elements.
Marked with yellow on screenshot.
  1. Red light spawn points - placed in walls and spawn most regular enemies. At the start of a Round may be blocked for a while.
  2. Exits/Entrances - unlock, when Round is over. One in the walls on the left/right require to just walk in, one in the walls or ladders require interaction (Enter as default for keyboard). At least 1 door may be a bit hidden. 1 door (Story Mode only) is locked with 3 keys and lead to final boss. Try to never use entrance blocked with Supply box and vice versa (game will freeze).
  3. Floors and stairs - allow to change position in a room. Sometimes floors replaced with platforms. Player can go up the stairs, jump on platforms or drop through the floors, but it's better not to drop through lowest floor or it may lead to bugs.
  4. Traps - all rooms have traps (apart from final boss one). Traps may work or not randomly from Round to Round. All traps are different: 1 on the pic in the earliest room in a game, turns clocks into chainsaw and moves up and down from lowest floor to middle floor and back. There are also quasi traps in a game.
  5. Blackout (not on a screenshot) - all rooms (maybe outside of final boss room) can have lights turned off. There is still a bit of light around character and auras of objects can be see.

Supply boxes, Face boxes, Keys.
All appear after Round is over.
  1. Supply boxes - small/medium/big sizes (have different design depending on room). Require interact button press to activate (again, try not to press it near/right where doors/ladders are - game will bug/freeze). If player doesn't want to pick upgrade from them, player can press Esc. Otherwise, to pick player needs to press interact button again. Respawn upon re-entering room.
    Supply boxes contain: secondary weapon (!), weapon upgrades, health/ammo drops, regular zombies, nothing.
  2. Face boxes - has red smiley face icon. If picked will be automatically apllied. Contain random faces. Respawn after few Rounds or upon re-entering room. May despawn on next Round.
    Boss faces also can be picked (Story Mode only).
  3. Keys - 3 red keys randomly spawn in different rooms (1 per random room). If player finds all 3 (can checl in Pause menu), door to final boss will open. Don't respawn, after being picked and don't spawn in rooms, where they didn't spawn, but don't despawn either, if player changes room/starts new Round.
3. Mechanic Aspects, Tips, Bugs/Issues
Mechanic aspects.
  1. There is no cooldown for damage. And again, all enemies, including bosses damage on contact (even with their backs) as soon as they appear, so spawn points are dangerous place.
  2. Areas like stairs can be shoot through and character can shoot upwards (but not downwards).
  3. If player throws away melee weapon during fight with regular zombies, eventually zombie with melee weapon would spawn after you kill 1-few.
  4. Ammo boxes always drop as soon as player shoots from main weapon, but may drop or not, when player shoots from secondary.
  5. Health boxes drop periodically, when player is damaged, but sometimes may not drop at all (probably bug?).
  6. Melee attacks performed by character, makes player miss pickable item, but makes character a bit faster. Also melee attacks make at least regular zombies calm for a while.
  7. Hitting with Fists would kick weapon from regular zombie.
  8. Try not to to touch walls/floor edges when jumping, since it may slow you down (in rare case may lead to bug).
  9. Player may miss shots vs enemies for some reason, which are a bit elevated (object). Can't shoot enemy, when character is a bit elevated over enemy either.
  10. You can jump to the edge of platform and then jump again to jump on platform.

Tips.
Tips regarding 2 hardest achievements and getting through bosses/final boss:
  • Kill 50000 enemies – if you don't want to run around levels and just want to grind it faster, I recommend Basic Gun for Receiver, Level 4 Stock (or lower alternative), Minigun Barrel (or at least Machine Gun), Jumbo Magazine (or lower alternative) and same for secondary weapon (apart from Stocks, which don't work for it). Also try to get some good face with good HP or abilities(like magnet for ammo). I usually switch room between 3 one, which lead to Waiting Room (Study/Nest/Downstairs Hallway).
    As soon as you would be able to pick everything go to 1st room (Waiting Room), since it's the easiest one, stand in a corner on the 1st floor near door and shoot everything that moves nearby (it won't shoot beyond 2nd stairs from you). Sometimes regular zombies will drop from middle floor or crawl from 1st floor. As soon as ammo would be around 20-30 for last weapon, pick up more ammo (you will probably pick up a lot of meat in this case, so pick up Blood Jar too). Get health also, if needed and get back in the corner. This way you will get it faster (still slow quite a bit). Try to pick up less meat as possible to save more time and to lose faces less often.
  • Die 1000 Deaths - start a game with Raw face and start to spit meat. Character will die within 8 seconds, which is even faster, than time when zombies will break through their spawn points. Repeat required amount of times, while listening to something you like.
  • Getting through final boss or any other boss is the same as 1. above. Get 2 fully upgraded Miniguns and melt any boss including final one within seconds. Pick stuff, if needed.

Bugs/Issues:
These mentioned to warn you what you can enconter to avoid it.
  1. Game doesn't save new controls set by player (at least for me) and I don't know what numbers related to what buttons in ini file.
  2. If you exit game without dying/finishing game (just by exiting or in case game will bug/freezes), your stats won't add to your overall rating (affect achievements as result).
  3. Do not pick up any Supply boxes, when near exit door/ladder – it would bug a game (can't even restart – only relaunching).
  4. Do not jump through the floor of 1st floor – it may start new round in some cases, but in some other cases it would bug a game to unplayable state (can restart, though).
  5. Jumping down and using movement in 1 of the directions, may bug player. Also rarely player may get bugged while jumping down in general, if touched surface, especially it happened with jump weapon upgrade for me.
  6. Also while jumping down and moving and using Ctrl and getting bugged after (floating animation), would allow to go through closed doors on same floor and start new rounds (could be abused for achievement with Rounds, even though I don't think it's needed at all). Also sound may bug to a point that it would require relaunching.
  7. Do not pick up face of Red headed Devil Woman boss in Waiting Room (usually starting white room with the clocks). It will always freeze a game.
  8. Similars face (Marble Room with hole in the middle) is bugged – mini task related to face stays on the screen, while game continues.
  9. Be careful with moving on the stairs – sometimes you may miss shot with slow shooting weapon and get damaged or would be damaged with strong enemies. Also when at the top and bottom parts of the stairs you may shoot in the floor/ceiling, instead of enemy approaching you.
  10. After 70 Rounds, zombies became very rare and only regular one started to crawl only from floor/fall from ceiling.
  11. Shark ability broke speed of a game – first game became slow, then fast after changing room. Don't know, if both (this and 70 Rounds one) aspects related to these bugs.
  12. Dropping items (usually health for some reason) may get bugged and land under floor. Periodically happens in Big Top room for example. You need to switch room to fix this.
  13. Floating supply boxes in Kitchen (left area) can't be picked.
  14. Arsenal menu in Main Menu may show face through arsenal screen (just visual bug). To fix it, exit and re-enter (bug may reappear soon, though).
  15. Taking Steam screenshot during credits may lead to crash.
  16. Trap in Gallery level isn't affected by Pause menu.
  17. Sound of Cannibal Stan boss fight may bug and stay, until game relaunched.
  18. Face may not fall from Cannibal Stan.
  19. In rare cases character may walk up/down the stairs, even if controls for such action not pressed.
  20. Trap in The Kitchen isn't affected by pause menu.
  21. Iron Chef rats first not affected by Pause Menu, but then when you leave it, they become frozen.
  22. Pause Menu doesn't work for Similars.
  23. Chainsaw turns into Pipe Wrench, when picked.
  24. Marble Room sometimes starts new Round, when jumping into a hole. It may also spawn a lot of new zombies, making room overcrowded.
  25. If to Pause game right, when timer between Rounds ends, doors will open for 1-2 seconds, so player can run into them. Can be used over and over. Also shows Supply boxes and affect respawn of Face boxes.
  26. Iron Chef's face - I'm not 100% sure, but after I stayed on same level after defeating boss and getting mask, Blood Jars start to spawn outside a room, so eventually I died. On 2nd try it was normal with exception that, when I exited to room with painting screen was black for a while, but then everything started to work properly without any further issues.
  27. Uncle Vigo face would stop to work in a room, if activated again before last ball blew up.
  28. Pressing Pause Menu, when trap activates in a room would kick player out of Pause Menu.
  29. Meat pieces freeze in place, if trap is activated.
  30. Gallery – platforms often don't have collision, so player can't jump on them without steam making it hardest room to beat and most items above between Rounds being unaccessible.
  31. There is no cooldown for damage.
  32. Marble Room traps start to deal damage before Trap Activated notification appears. Also projectiles may damage player, during notification pause, if they are not affected by Pause.
  33. Centipede face mini-task has green P1 square instead of dead body art.
4. (Part 1) Regular Faces
Regular Faces
Numbers order is from global achievement stats aka based on probability to get them earlier.
Almost all faces have abilities. Abilities usually have meter, which fills with time (but there are exceptions). Abilities usually start not full, when room is changed. Unlocked via either surviving enough rounds per 1 Game or Rounds per Career. All faces, including boss faces will deactivate after few Rounds (around 4-5) and character will return to Raw face. Faces are random and don't have way to decline them, when picked, until new face would be found. Personal suggestions: Take personal rating with grant of salt, since I barely used abilities, because "/" button isn't very handy and I generally didn't need it in most cases as soon as I had good weapon upgrades and a lot of faces with good HP unlocked. I prefer faces with bigger HP over better abilities, but one, I marked with good rating are also nice.

1. Title - Raw (Face 0).
  • Appearance - skinned zombie face.
  • Health - 30 HP.
  • Ability - Bleed Out: character spits pieces of meat, which damage enemies. Each spit damages charater as well and can kill character fast. No cooldown.
  • Unlocked - from the start, but maybe player needs to kill 1 enemy for Arcade Mode.
  • Personal rating: utility - very low (outside of 1000 deaths achievement), regular enemies - very low, bosses - very low. HP - very low.

2. Title - No Face (Face 1).
  • Appearance - mask from skin stiched together.
  • Health - 40 HP.
  • Ability - Random Face At Death: after player supposed to die, character gets another random face from unlocked pool giving player 2nd life basically. Works 1 time per game.
  • Unlocked - survive 2 Rounds in a Single Game.
  • Personal raiting: random for all 3 cases. HP - low.

3. Title - You Found a Box (Face 8).
  • Appearance - box on a head.
  • Health - 40 HP.
  • Ability - Hide: hides for short period of time and helps to avoid damage (checked at least with regular zombies). Short cooldown.
  • Unlocked - Survive 5 Rounds in your Career.
  • Personal rating: utility - low, regular enemies - low, bosses - unknown. HP - low.

4. Title - Red Balloon (Face 9).
  • Appearance - red balloon.
  • Health - 40 HP.
  • Ability - Inlation: lets player fly upwards for short period of time. Restricted by ceilings, but not with platforms. Short cooldown.
  • Unlocked - Survive 10 Rounds in your Career.
  • Personal rating: utility - mostly medium (level dependant), regular enemies - no/low, bosses - no/medium. HP - low.

5. Title - Hog Head (Face 10).
  • Appearance - dead hog mask.
  • Health - 60 HP.
  • Ability - Exploding Pork Belly: throws piece of pork, which lures regular zombies, they attack it and after some damage (I assume) pork explodes, like a bomb. Medium cooldown.
  • Unlocked - Survive 20 Rounds in Your Career.
  • Personal rating: utility - medium, regular enemies - medium, bosses - unknown (probably none). HP - medium.

6. Title - Undead Skin (Face 11).
  • Appearance - zombie face mask.
  • Health - 60 HP.
  • Ability - Frenzy: turns character into big zombie like monster, deals damage on contact to enemies. Makes player immune to damage from all regular enemies and kills regular enemies very fast. Kills regular zombies with 1 hit and big with 2-few. Relatively long cooldown.
  • Unlocked - Survive 30 Rounds in Your Career.
  • Personal rating: utility - low, regular enemies - high, bosses - unknown. HP - medium.

7. Title - Puffer (Face 12).
  • Appeearance - puffer fish head.
  • Health - 50 HP.
  • Ability - Puffer: makes fish head big and show needles, which damage enemies. Regular enemies get kicked away a bit at the same time. Works around 3 seconds. Medium cooldown.
  • Unlocked - Survive 40 Rounds in Your Career.
  • Personal rating: utility - low, regular enemies - medium, bosses - unknown. HP - medium.

8. Title - Gas Mask (Face 13).
  • Appearance - gas mask.
  • Health - 70 HP.
  • Ability - Gas Blast: shoots gas clouds covering up to whole floor, which deals damage to enemies. Works for 3-5 seconds. Relatively long cooldown.
  • Unlocked - Survive 50 Rounds.
  • Personal rating: utility - medium, regular enemies - high, bosses - unknown. HP - high.

9. Title - Magnetman (Face 2).
  • Appearance - face with a lot of magnets attached.
  • Health - 50 HP.
  • Ability - Magnetism: seems to work only with ammo boxes. Sends all ammo boxes straight to player for medium period of time. Medium cooldown.
  • Unlocked - Survive 10 Rounds in a Single Game.
  • Personal rating: utility - high (weapon dependant), regular enemies - no/high, bosses - no/high. HP - medium.

10. Title - RamRod (Face).
  • Appearance - metal ram mask.
  • Health - 90 HP.
  • Ability - Ram: allows to ram with big speed through enemies on specific floor (not affected by air stuff/holes) dealing damage to them. Medium cooldown.
  • Unlocked - Survive 60 Rounds in your Career.
  • Personal rating: utilty - low, regular enemies - high, bosses - unknown. HP - very high.

11. Title - Helleporter (Face 15).
  • Appearance - red metal mask.
  • Health - 70 HP.
  • Ability - Helleport: teleports to a floor in a room. Up or down - can be selected with respective arrows. To get to middle floor/specific platform player needs to be over/under it. Short cooldown.
  • Unlocked - Survive 70 Rounds in your Career.
  • Personal rating: utility - very high, regular enemies - high, bosses - high. HP - high.

12. Title - CraterFace (Face 16).
  • Appearance - metal face with red element, like radar or something.
  • Health - 40 HP.
  • Ability - Airstrike: calls for airstike with a lot of small bombs, which deal damage to enemies and player. Bombs go through floors. Has small delay. Relatively long cooldown.
  • Unlocked - Survive 80 Rounds in your Career.
  • Personal rating: utility - low, regular enemies - medium/high, bosses - very low. HP - low.

13. Title - Clock Face (Face 19).
  • Appearance - metal clock mask.
  • Health - 70 HP.
  • Ability - Pause: pauses time for around 3 seconds. Short/medium cooldown. Player still gets damage on contact with damaging stuff like enemies/traps.
  • Unlocked - Survive 90 Rounds in your Career.
  • Personal rating: utility - high, regular enemies - no/high, bosses - no/high. HP - high.
4. (Part 2) Regular Faces
14. Title - Iron Mask (Face 6).
  • Appearance - iron mask.
  • Health - 100 HP.
  • Ability - None.
  • Unlocked - Survive 30 Rounds in a Single Game.
  • Persnoal rating: utility - no/highest, regular enemies - no/highest, bosses - no/highest. HP - highest among regular faces. Rating so high, since again - I barely use abilities.

15. Title - Parasitic Face (Face 18).
  • Appearance - parasite mask.
  • Health - 60 HP.
  • Ability - Parasite: spawns ball with a face (seems to deal small damge to player on spawn), which exists for relatively long time and roams around player hitting nearby enemies. Blows up after time expired, dealing some damage to enemies too. Long cooldown.
  • Unlocked - Survive 100 Rounds in your Career.
  • Personal rating: utility - low/medium, regular enemies - medium, bosses - unknown. HP - medium.

16. Title - Shark Face (Face 19).
  • Appearance - shark head.
  • Health - 80 HP.
  • Ability - Big Bite Big Hurl: ability requires manual fullfill - to do so, player needs to stand under enemies on/under stairs/near edges to eat them. When meter is fullfilled, character can start to puke a lot of meat pieces covering medium area, while moving and damaging enemies. No cooldown, but takes some time to fill fully. May be buggy and affect speed of a game.
  • Unlocked - Survive 110 Rounds in your Career (last unlockable for Career path).
  • Personal rating: utility - medium, regular enemies - very high, bosses - unknown (probably require minions to fullfill - otherwise useless). HP - high.

17. Title - Dr. Face (Face 3).
  • Appearance - zombie doctor.
  • Health - 40 HP.
  • Ability - Life Boost: health boxes are bigger in sizes and restore way more HP. It also seems (not sure) that this face has better resistance vs damage. No cooldown.
  • Unlocked - Survive 15 Rounds in a Single Game.
  • Personal rating: utility - medium/high, regular enemies - no/medium, bosses - no/medium. HP - low, but not as big issue as with others with low HP.

18. Title - The Twofer (Face 4).
  • Appearance - newspaper with cupons mask.
  • Health - 50 HP.
  • Ability - 2 For 1 Gibs: bigger meat pieces from zombies, which fulfill blood meter way faster. No cooldown.
  • Unlocked - Survive 20 Rounds in a Single Game.
  • Personal rating: utility - no/high, regular enemies - very high, bosses - no. HP - medium.

19. Title - Pixel Face (Face 5).
  • Appearance - pixel face.
  • Health - 50 HP.
  • Ability - 8-bit Attacks: allows to deal damage, while jumping on enemies or hitting floor with character's head under them. No cooldwon.
  • Unlocked - Survive 25 Rounds in a Single Game.
  • Personal rating: utility - low/medium, regular enemies - high, bosses - unknown. HP - medium.

20. Title - Death (Face 7).
  • Appearance - death face.
  • Health - 30 HP.
  • Ability - Soul Stealer: each killed enemy restores a bit of HP. No cooldown.
  • Unlocked - Survive 35 Rounds in a Single Game (last unlockable for Rounds path).
  • Personal rating: utility - low/medium, regular enemies - high, bosses - unknown (probably no, until they spawn minions). HP - very low, but not such a big issue vs regular enemies.
5. (Part 1) Arsenal
Hidden in supply boxes, after round is finished. All upgrades in specific category replace previous upgrade, when picked, so it's better to check, what to pick, not to pick weaker upgrades later. Most weapon upgrades require X amount of Dead to be killed or being picked on level for starter upgrades, but 1 requires 1000 deaths (but not sure, its even worthwhile upgrade). Personal suggestions: Receivers - I prefer Basic Gun, but you can experiment. Stocks - I prefer highest Level, but you can try utility upgrades. Barrels - I prefer Minigun over Machine Gun and over Basic Gun, but you can try others. Magazines - I prefer biggest magazines, but you can try utility upgrades. All numbers go from top left to right, then from bottom left to right. PWR - power. Example: starting pistol kills regular zombie with 1 shot. RNG - range. Example: starting pistol doesn't cover most of the room's floor, when shooting from a corner. SPD - speed.

Receivers.
This dictates, what type of ammo you fire.
1. Title - Basic Gun.
  • Appearance - small dark grey thing.
  • Ammo - 30
  • PWR - 2
  • RNG - 10
  • SPD - 7
  • Unlocked - by default.
  • Notes - basic pistol ammo.
  • Personal rating - very high. Favorite.
2. Title - Pellet Gun.
  • Appearance - small light grey thing.
  • Ammo - 50
  • PWR - 1
  • RNG - 10
  • SPD - 8
  • Unlocked - Use the Pellet Gun Reciever.
  • Notes - weaker than basic pistol and kills regular zombies with 2 shots.
  • Personal rating - low/medium.
3. Title - Large Caliber (Receiver 1).
  • Appearance - a bit bigger dark grey thing.
  • Ammo - 20
  • PWR - 4
  • RNG - 4
  • SPD - 7
  • Unlocked - Slauther 150 of the Dead.
  • Personal rating - low/medium. Damage is better (still doesn't kill even fast short zombies from 1 shot), but RNG is very low and a bit low Ammo.
4. Title - Motorized Arrow (Receiver 2).
  • Appearance - looks like rocket for some reason, while ammo looks like arrows.
  • Retrievable - which means, if player picks it up, before it disappears it would be added back to inventory. Duration of arrows, is infinite, but if you shoot too many at the same time, previous one would disappear in big numbers. Affects shotgun like barrels ammo a lot.
  • Ammo - 15
  • PWR - 2
  • RNG - 6
  • SPD - 6
  • Unlocked - Slaughter 750 of the Dead.
  • Personal rating - low/medium, due to Ammo and RNG and cases, when ammo can't be picked (fell on different floor, enemies blocking it etc).
5. Title - Chaser (Receiver 3).
  • Appearance - relatively long grey thing with mechanism.
  • Ammo - 20
  • PWR - 2
  • RNG - 10
  • SPD - 5
  • Unlocked - Slaughter 3000 of the Dead.
  • Notes - Projectile chases target.
  • Personal rating - medium/high, ability is great combined with standard RNG, but Ammo and SPD are a bit low.
6. Title - Grenade Launcher (Receiver 4).
  • Appearance - big grey thing.
  • Ammo - 10
  • PWR - 5+
  • RNG - 5+
  • SPD - 7
  • Unlocked - Slaughter 6000 of the Dead.
  • Notes - grenade projectile with AoE damage. Damages player a bit, when too close. Grenades fly a big upwards and blow up on contact or after short period of time.
  • Personal rating - very low/low due to very low Ammo and surprisingly low damage (can't kill even short fast zombies with 1 shot). RNG is good only when player at the top of a room - otherwise bad. Good only vs many enemies in small AoE, which is very niche. Bad synergy with more than 1 burst barrels.
7. Title - Rocket (Receiver 5).
  • Appearance - big grey thing with red dot.
  • Ammo - 10
  • PWR - 5+
  • RNG - 10
  • SPD - 7
  • Unlocked - Slaughter 10000 of the Dead.
  • Notes - rocket with AoE damage, covers whole floor. Damages player a bit, if too close.
  • Personal rating - low due to very low Ammo and surprisingly low damage (can't kill even short fast zombies with 1 shot). Good only vs many enemies in small AoE, which is very niche. Bad synergy with more than 1 burst barrels. If you want explosive upgrade still - I recommend this one over other 2.
8. Title - Smart Rocket (Receiver 6).
  • Appearance - grey thing with brain on top.
  • Ammo - 10
  • PWR - 5+
  • RNG - 10
  • SPD - 5
  • Unlocked - Slaughter 25000 of the Dead.
  • Notes - rocket with AoE damage, which chases enemy acroos whole room. Damages player a bit, if too close. May disappear in platforms or blow up by hitting floor.
  • Personal rating - very low/low due to very low Ammo and surprisingly low damage (can't kill even short fast zombies with 1 shot). SPD isn't great too, but less noticable. Good only vs many enemies in small AoE, which is very niche. Bad synergy with more than 1 burst barrels.

Stocks.
Help you shoot faster and stay steady. All upgrades can't be applied to secondary weapon.
1. Title - Level 0.
  • Appearance - small yellow thing.
  • Rate of Fire - +5%
  • Unlocked - Use the Level 0 Stock.
  • Personal rating - very low, but can be picked, if there is nothing better.
2. Title - Level 1.
  • Appearance - small brown thing.
  • Rate of Fire - +10%
  • Unlocked - Slaughter 300 of the Dead.
  • Personal rating - low, but can be picked, if there is nothing better.
3. Title - Level 2.
  • Appearance - small grey thing with hole inside.
  • Rate of Fire - +15%
  • Unlocked - Slaughter 1700 of the Dead.
  • Personal rating - medium, but can be picked, if there is nothing better.
4. Title - Level 3.
  • Appearance - small dark angle thing.
  • Rate of Fire - +20%
  • Unlocked - Slaughter 3500 of the Dead.
  • Personal rating - high.
5. Title - Level 4.
  • Appearance - small bone thing.
  • Rate of Fire - +25%
  • Unlocked - Slaughter 7500 of the Dead.
  • Personal rating - very high. Favorite.
6. Title - Blower (Stock 5).
  • Appearance - big bolt like mechanic thing.
  • Rate of Fire - -25%
  • Significantly slows regular enemies behind player (enemy still can reach after some time).
  • Unlocked - Slaughter 11000 of the Dead.
  • Personal rating - low due to -25% penalty to RoF - otherwise, medium, but you can try it. Good strategy with it to turn your back towards enemies and shoot them at the same time.
7. Title - Jump Boast (Stock 6).
  • Appearance - red round tube.
  • Jump Higher and Farther.
  • Unlocked - Slaughter 18000 of the Dead.
  • Personal rating - low, due to bugs and me not adapting to it - otherwise, medium. But you can try it.
8. Title - Buzz (Stock 7).
  • Appearance - round chainsaw thing.
  • Rate of Fire - -50%
  • Slices up the Dead behind you.
  • Unlocked - Slaughter 22000 of the Dead.
  • Personal rating - very low. Works only, when shooting.
5. (Part 2) Arsenal
Barrels.
Control how the ammo is fired.
1. Title - Basic Gun.
  • Appearance - small thing.
  • Burst - 1
  • Rate of Fire - 7
  • Unlocked - unlocked by default.
  • Personal rating - medium, but preferable for me over anything outside of Machine Gun/Minigun.
2. Title - Machine Gun.
  • Appearance - dark angle gun like thing.
  • Burst - 1
  • SPD - +10%
  • Rate of Fire - 9
  • Unlocked - Use Machine Gun Barrel.
  • Personal rating - high. Only Minigun is higher for me.
3. Title - Shotgun (Barel 1).
  • Appearance - 1 small and 1 big tubes combined together.
  • Burst - 5 (decreases ammo from 30 to 6, but shoots 5 projectiles per shot)
  • Rate of Fire - 5
  • Unlocked - Slaughter 500 of the Dead.
  • Personal rating - medium/high overall. Low vs regular zombies, but could be very useful vs big zombies/bosses/big amount of enemies as 2nd weapon, even though I still prefer Machine Gun/Minigun. Kills up to 5 regular zombies with 1 ammo (kils 1st and then 4 behind it). Kills short fast with 1 shot and big zombies with 2 shots. Deals a lot of damage to bosses fast.. Bad synergy with explosive receivers and with arrows (don't always restore).
4. Title - Double Shot (Barrel 2).
    * Appearance - 2 big tubes.
  • Burst - 2 (decreases ammo from 30 to 15, but shoots 2 projectiles per shot)
  • SPD - +20%
  • Rate of Fire - 8
  • Unlocked - Slaughter 1300 of the Dead.
  • Personal rating - medium overall. Low vs regular zombies, but could be kinda useful vs big zombies/bosses/big amount of regular zombies as 2nd weapon. Kills up to 2 regular zombies with 1 ammo (kils 1st and then 1 behind it). Bad synergy with explosive receivers and arrows (don't always restore).
5. Title - Tri-Spread (Barrel 3).
  • Appearance - T shape tube.
  • Burst - 3 (decreases ammo from 30 to 10, but shoots 3 projectiles per shot)
  • Rate of Fire - 7
  • Unlocked - Slaughter 2250 of the Dead.
  • Notes - Ammo projectile spreads after short distance.
  • Personal rating - low/medium overall. Low vs regular zombies, but could be kinda useful vs big zombies/bosses/big amount of enemies as 2nd weapon, even though I still prefer Machine Gun/Minigun. Kills up to 3 regular zombies with 1 ammo (kils 1st and then 2 behind it). Don't like spread. Bad synergy with explosive receivers and arrows (don't always restore).
6. Title - Minigun (Barrel 4).
  • Appearance - a lot of small tubes with rotator.
  • Burst - 1
  • SPD - +40%
  • Rate of Fire - 10
  • Unlocked - Slaughter 5500 of the Dead.
  • Personal rating - highest. Favorite.
7. Title - Sniper (Barrel 5).
  • Appearance - aim and tube.
  • Burst - 1
  • SPD - +80%
  • PWR - +200%
  • Rate of Fire - 1
  • Unlocked - Slaughter 14000 of the Dead.
  • Personal rating - Low/medium vs regular enemies due to RoF. Medium/high vs bosses (low vs fast one).
8. Title - Cowardice (Barrel 6).
  • Appearance - horizontal u shape.
  • Burst - 1
  • Rate of Fire - 7
  • Unlocked - Die 1000 Deaths.
  • Personal rating - very low (lowest probably). Cowardice barrel shoots backwards aka behind player instead of shooting forward where player aims.

Magazines.
The larger this is the more ammo you can carry.
1. Title - Starter Mag.
  • Appearance - small red thing.
  • Ammo - +25%
  • Unlocked - Use the Starter Magazine.
  • Personal rating - low, but better than nothing.
2. Title - Small Mag (Mag 1).
  • Appearance - medium red and white thing.
  • Ammo - +50%
  • Unlocked - Slaughter 1000 of the Dead.
  • Personal rating - medium.
3. Title - Medium Mag (Mag 2).
  • Appearance - dark mag.
  • Ammo - +75%
  • Unlocked - Slaughter 4000 of the Dead.
  • Personal rating - medium/high.
4. Title - Large Mag (Mag 3).
  • Appearance - metal mag.
  • Ammo - +100%
  • Unlocked - Slaughter 9000 of the Dead.
  • Personal rating - high.
5. Title - Mag Light (Mag 5 for some reason).
  • Appearance - bulb like thing.
  • Ammo - +50%
  • Lights Up a Dark Room.
  • Unlocked - Slaughter 13000 of the Dead.
  • Personal rating - medium/high due to utility.
6. Title - Land Mine Mag (Mag 6).
  • Appearance - big grey vertical tube.
  • Ammo - +50%
  • Drops a Land Mine when Ammo hits 0.
  • Unlocked - Slaughter 17000 of the Dead.
  • Personal rating - medium. I prefer more Ammo, even though explosion is quite big.
7. Title - Jumbo Mag (Mag 4 for some reason).
  • Appearance - wooden barrel.
  • Ammo - +125%
  • Unlocked - Slaughter 20000 of the Dead.
  • Personal rating - very high and since last one require 50 000 zombies to kill - also highest until then.
8. Title - Mega Mag (Mag 7).
  • Appearance - barrel+other smaller mags.
  • Ammo - +300%
  • Unlocked - Slaughter 50000 (!) of the Dead.
  • Personal rating - highest, but since hard to achieve, I put it in very high.
6. (Part 1) Rooms
When starting game and unlocking more and more rooms game will start to spawn player in these rooms randomly at the start. There are 13 Rooms in a game. 12 rooms can go dark and have traps apart from secret one. Boss info under spoilers. All Rooms have bosses. Most bosses minions survive few shots from Basic Pistol. Regular enemies don't spawn during boss fights. Bosses usually spawn after few Rounds from game start and may spawn in a row, but longer game takes lesser chances they spawn (apart from main boss) - I never had boss after 20-30 Rounds. I also changed room at least once at the start just to be sure boss will spawn (don't know, if affect anything). Room 13 map:

1. Level title – Waiting Room (starting room at the start of a game).
  • Appearance – white room with the clocks in the middle. Supply boxes/Faces boxes appear on all 3 floors.
  • 3 doors: 1 door on top in the center leads to The Study (red room with lava), 1 door at the bottom on the left leads to The Nest (room with crows), 1 door at the bottom on the right leads to Downstairs Hallway (white room with burned remains).
  • Traps – 1 trap: clocks in the middle turn into chainsaw, which travels from 2nd floor to 1st.
  • Safe spots from regular enemies - bottom corners, whole upper floor apart from corners/stairs entrance.
  • Safe spots from traps - any outside of middle case for 1st/2nd floors.
  • Room difficulty: lowest.

* Boss – Red Headed Devil Woman. Spawns 3 types of crawling everywhere insect things: regular white, spiked one and red, which sends blood projectile upon death. 2 boss attacks – fast running while spitting blood projectiles in 1 direction (good distance) and sending line of spikes from the floor (any floor boss on) in left and right directions.
* Safe spots from boss – during no attacks – any, but best spot on the middle floor near the edge (you can jump down, get quickly to other stairs – boss would first follow player, then retreat to spot on the middle floor, where player stood, so player can shoot from save spot a bit, while being safe). During spitting attack – distance or another floor (may still hit through gaps). During spikes from floor – another floor or jump over spikes.
* Boss face – BUGGED. If picked - game will freeze.
* Personal rating for boss: boss difficulty - medium/(high).

2. Level title – The Study.
  • Appearance - room with red shining, looks like library. Supply boxes/Faces boxes appear on 1st and 3rd floors.
  • 1 door on top leads to Waiting Room (white room with clocks).
  • Traps – 2 traps: lava in the floor in the middle at the bottom. Big rolling clocks at the top.
  • Safe spots from regular enemies - bottom corners (zombies may crawl from the floor), whole upper floor (zombies may fall from ceiling).
  • Safe spot from traps – bottom corners of lower floor, middle floor.
  • Room difficulty: low/(medium - due to trap and design).

* Boss - Ol'Dead Farmer Fred (big head boss). Spawns few heads, which damage on contact. Main attacks: throws knives from ceiling, attacks with head on any floor, if head could reach (neck stretches a lot), after head is destroyed gets 2nd phase with headless body (don't know, if having attacks).
* Safe spots from boss – unknown.
* Boss face – 40 HP, head randomly bounces and stretches for short period of time dealing damage to enemies.
* Personal rating for boss/face: boss difficulty - medium. Face rating - low.

3. Level title – The Nest.
  • Appearance – red room with crows and cages. Supply boxes/Faces boxes appear on all floors.
  • 1 door: 1 at the bottom on the right leads to Waiting Room (white room with the clocks).
  • Traps – 2 traps: crows at the upper floor, which become hostile and drop at player from the skies, after player shot on the floor once (constant trap) - become calm upon re-entering room. Blades on lower floor, which travel through whole lower floor area and fly above, when stopping in upper floors gaps. Fire damage in a game damages a bit after too, after player left fire related spot.
  • Safe spots from regular enemies – lower floor right corner below stairs (near door – but zombie may crawl from the floor or drop from upper floor).
  • Safe spots from traps – jumping over trap, while its moving and also middle floor/upper floor, but not where gaps are.
  • Room difficulty: low/(medium - due 2 traps and design).

* Boss – Bird (plague doctor like crow). Spawns few crows. Boss has 2 attacks: charging into player with big speed and shooting crows in right and left directions at the same time.
* Safe spots from boss – shooting and running, if boss charges. Other floor, if boss shoots crows.
* Boss face – 50 HP. Allows to shoot crows in 1 direction.
* Personal rating for boss/face: boss difficulty - low/(medium). Face rating - medium/high.

4. Level title – Downstairs Hallway.
  • Appearance - white room with burned remains. Supply boxes/Faces boxes appear on all floors.
  • 4 doors lead to a lot of places: lower most left leads to Waiting Room (white room with clocks), next lower left door in the wall leads to The Big Top (circus room), upper right leads to Washrooms (red washroom), upper ladder on the left leads to Upstairs Hallway (metal room with targets and remains).
  • Traps – 1 trap with 3 spots: fire from walls. Lower floor – right. Middle floor – left. Upper floor – right. Activates 1 at a time.
  • Safe spots from regular enemies – lower floor - corner on the left (where doors are – but zombies may crawl from the floor), middle floor - center near stairs.
  • Safe spot from traps – bottom floor - left, middle – middle, upper floor – left (but there are spawn points for zombies).
  • Room difficulty: low. 2nd lowest.

* Boss – The Flammenwerfer (burning robot). Spawns 1-2 small robots, which travel with fast speed. Boss has 2 attacks: flames in both directions and spitting projectiles in 1 direction. Can restore a bit health, when turning into face only - immune to attacks during it.
* Safe spots from boss – during no attack – any (could be shot from distance), during flames in both directions – distance spots, during projectiles attack – behind back.
* Boss face – 50 HP, allows to set nearby zombies on fire (no cooldown) and spit projectiles (1 at a time). Interesting, but this room boss face makes player immune to traps in this room due to fire effect already being applied. Also, if player changes face from this to another one – player would receive fire damage.
* Personal rating for boss/face: boss difficulty - low/(medium). Face rating - medium/high.
6. (Part 2) Rooms
5. Level title – The Big Top.
  • Appearance – circus like room with balloons. Supply boxes/Faces boxes appear on all floors, but most often on 2 lowerr one.
  • 2 doors: 1 on the upper floor on the left leads to Downstairs Hallway (white room with burned remains), 1 on the middle floor to Red Hall (partly metal room with painting).
  • Traps – 1 quasi trap and 1 actual trap: quasi trap – balloons may blow up randomly. Actual trap – thing in the middle shoots 3 big round blades, which travel across room and bounce from walls/ceiling/lower floor.
  • Safe spots from regular enemies – lower floor in general (zombies may crawl from the floor), middle floor corner below stairs (but very short distance with zombies), middle floor middle platform.
  • Safe spots from traps – only running and not getting stuck in the corner.
  • Room difficulty: low/(middle - only due to traps).

* Boss – Uncle Viggo (clown). Spawns car on 1st floor, which after time spawns around 5-10 clowns, which move slowly. Attacks: throws hammers in player direction one at a time, throws pies, spawns circle of red balls, which shoot everywhere.
* Boss face - 40 HP. Juggle Uncle Viggo's death balls – spawns circle of balls, which rotate around player in close vicinity and disappear on contact with enemy. Balls don't disappear at all without contact with enemy. Medium/long cooldown, but balls often stay longer vs regular zombies, than cooldown lasts. Uncle Vigo face would stop to work in a room, if activated again before last ball blew up.
* Safe spots from boss – 1st floor from ranged attacks, upper floors from car (but honestly 1st floor is good too, since you can jump over car).
* Personal rating for boss/face: boss difficulty - (low)/medium (only due to circle attack). Face rating - medium (only due to a bug)/high.

6. Level title – Red Hall.
  • Appearance – room with metal lower/middle floors and painting on the upper floor. Supply boxes/Faces boxes appear on 1st floor.
  • 2 doors: 1 on the left in the middle floor leads to The Big Top (circus room), 1 on the right in the middle floor leads to The Kitchen (room with vertical escalators).
  • Traps – 1 quasi trap and 1 actual trap: 1 quasi trap appearing/disappearing platforms. 1 actual trap, which covers middle part with electricity, switching between 1st/2nd floor and 2nd/3rd floor. Be aware that, while on 1st floor trap won't hit player only in case, if player doesn't have high model. Shark face, could be hit with it, for example.
  • Safe spots from regular enemies – lower floor – corners (zombies may crawl from the floor). Middle floor – corners. Middle and upper floor platforms in the middle (may fall).
  • Safe spots from traps – any outside of middle part between middle floor and other floors and platforms.
  • Room difficulty: low.

* Boss – Cannibal Stan (electrical bubble). Spawns few glowing insect things. Boss has 2 attacks: spitting relatively slow projectiles at direction of a player and hitting player with body. Last one becomes more dangerous with less health boss has, since boss becomes faster and may perform diagonal and small jumping moving attacks on the floor. Sound of boss fight may bug and stay, until game relaunched.
* Safe spots from boss – none, but player can dodge.
* Boss face – 40 HP, allows to float randomly and deal damage, while being invulnerable for a while. Face may not fall from boss.
* Personal rating for boss/face: boss difficulty - medium (only due to 2nd phase). Face rating - medium/high.

7. Level title – The Kitchen.
  • Appearance – kitchen. Has 2 vertical elevators, which slowly move player/regular zombies up. Supply boxes/Faces boxes appear on all floors, but most often on the middle and lower floors.
  • 2 doors: 1 door on the middle floor on the right leads to The Big Top (partly metal room with painting) and 1 ladder on lower floor on the right leads to Meat Locker (freezer like room).
  • Traps – blood stream, which damages player comes from above. Trap is bugged and not affected by Pause Menu.
  • Safe spots from regular enemies – no, but best spot so far for me Is 1st floor near elevators (zombies may crawl from floor or drop from above), also upper middle platforms (may fall from above or drop from elevator).
  • Safe spots from traps – below platform on 1st floor or any place not below a trap.
  • Room difficulty: low/medium (due to lack of safe spots and need to go up periodically).

* Boss – Cast Iron Chef. Moves on middle floor and jumps cover upper floor. Spawns 4 flying rats sometimes (rats don't react to Pause Menu first, but then fully stop in place after it was used). Main attacks: slowly jumping and dropping damaging meatballs, sliding fast and dropping a lot of damaging meatballs, head goes to 1st floor – spits meat in direction of player through whole floor,
* Safe spots from boss – under platforms on 1st floor. Vs head - near elevators to get up fast.
* Boss face - 60 HP (in description) HIGHEST HP in a game (in reality). Cast Iron Chef: landing will unleash death all around you – jumping causes a lot of small blood projectiles to land around player, damaging and kicking them away a bit – no cooldown. Probably best mask in a game.
* Personal rating for boss/face: boss difficulty - medium/high. Face rating - highest.

8. Level title – Meat Locker.
  • Appearance – White freezer like place with blood and ice. Supply boxes/Faces boxes appear on 1st and 3rd floors.
  • 1 door: upper floor right part – leads to The Kitchen.
  • Traps – 1 quasi trap and 1 actual trap: quasi trap – moving meat parts may block or kick player from middle area of middle floor and on same floor there are moving parts, which throw player on lower floor. Actual trap – blades on the sides of middle floor and in the middle between middle floor and lower floor and sometimes spikes on moving thing instead of meat in the middle. Trap may also shoot damaging ice on upper floor from both sided periodically.
  • Safe spots from regular enemies – upper floor corners (zombies may fall from above), lower floor – center (zombies may crawl from the floor or fall from above).
  • Safe spots from traps – lower floor or maybe upper floor.
  • Room difficulty: medium (traps and safe spots).

* Boss – Bacon Face (boss with hooks instead of hands). Spawn 2 pig heads sometimes (survivable). Boss has 3 attacks: ice attack on the floor (goes through whole upper and lower floors), throwing meat cleavers (affect whole floor), hook attacks from both right and left walls (affect whole floor). Boss also teleports from lower floor to upper floor to avoid player.
* Safe spots from boss – jump over attacks or move to another floor (usually middle one) during attack.
* Boss face - 50 HP. Ability - Hook Em'. Call on Bacon's Face's spinning hell hooks - spawn 2 hooks from a wall on the floor, which stop near player and move according to player movement on the floor. Medium cooldown.
* Personal rating for boss/face: boss difficulty - low/medium. Face rating - medium/high.
6. (Part 3) Rooms
9. Level title – Upstairs Hallway.
  • Appearance – Dark metal bunker like room with targets above and dead zombie bodies on the lower floor. Supply boxes/Faces boxes appear on all floors.
  • 3 doors: lower floor most left door – leads to Marble room (white room with hole in the middle), lower floor ladder – leads to Lowerstairs Hallway (white room with burned bodies), door in the middle on the middle floor leads to The Gallery (room with missing portraits and steam, which leads to final boss)
  • Traps – round trap with blades slowly moving towards player on any floor. Most problematic trap in a game in my opinion – I recommend to shoot zombies in place where you plan to jump, when jumping over it and also recommend not to get cornered.
  • Safe spots from regular enemies – lower floor corners (zombies may crawl from the floor). Middle floor left corner and upper floor most far spot on each side from the middle (zombies may fall from above).
  • Safe spots from traps – no safe spots.
  • Room difficulty: very high - 3rd hardest due to hardest trap and lower floor having only 1 stairs.

* Boss - Buzzkill Phil. Boss with saws for head and arms. Spawns 5 or more meat minions, which slowly move across floors. Boss may move towards player or jump on other floor. Attacks - throwing saw, which covers floor. Jump attack on first floor, which deals damage and spawns minions. May run fast towards player sawing in process.
* Safe spots from boss – none, but boss is usually slow, so just don't get cornered on 1st floor specifically.
* Boss face - 90 HP (stated 60 HP). Sawblade of death - hurl a spinning, bouncing blade of death. Shoots saw, which bounces across room for a while. Short/medium cooldown.
* Personal rating for boss/face: boss difficulty - low (maybe a bit medium). Face rating - very high.

10. Level title – Marble room.
  • Appearance – white room with crying cupids and hole in the middle, which teleports enemies/player to ceiling and make fall them down. Supply boxes/Faces boxes appear on 1st and 2nd floors.
  • 1 doors: on the middle floor on the right leads to Upstairs Hallway.
  • Traps – 4 burning projectiles slowly fall from cupid heads from upper floor.
  • Safe spots from regular enemies – right corner of lower floor.
  • Safe spots from traps – between cupids heads.
  • Room difficulty: very high - 2nd or 1st hardest due to hole, traps, lack of safe spots and bug with starting new Round, when falling through hole, which makes room overcrowded.

* Boss - The Similars. 2 bosses with cupid like appearance. Spawn 5 moving meat tumor like things (minions). Teleport between floors. Attacks: shoot stream of blood, which covers whole central part of the floor. Spit big blood projectiles with straight direction (can shoot on one floor or move up/down to cover all 3 floors). Bugged – Pause Menu doesn't work for them.
* Safe spots from boss – behind them, other floor, jumping over projectiles, stairs.
* Boss face - BUGGED - mini task screen doesn't disappear, while round starts, which always lead to death.
* Personal rating for boss/face: boss difficulty - medium. Face rating - no.

11. Level title – Washrooms.
  • Appearance – White room with red light, looks like big bathroom. Separated with bath pipe on the left side in the middle on the middle floor. Supply boxes/Face boxes appear on 1st and 3rd floors.
  • 2 doors: 1 door on the lower floor on the right leads to Downstairs Hallway (white room with burned remains). 1 door on the middle floor on the right leads to The Gallery (room with missing portraits and steam, which leads to final boss).
  • Traps – shoots few small circle blades, which fly everywhere and blow up after time send spikes everywhere.
  • Safe spots from regular zombies - all right part of a room.
  • Safe spots from traps – nowhere – only dodge and not be cornered.
  • Room difficulty: very low/low (only due to traps and separation pipe).

* Boss – Penelope the Centipede. Spawns few small moving eyes, which despawn after time. 2 attacks - spits blood like projectiles everywhere and spits white circle, which moves around and disappears after time. Crawls everywhere, but kinda slow.
* Boss safe spots – no, but boss doesn't seem to be hard.
* Boss mask – 40 HP. Crawls, while being immune across whole level for a while, shooting different small projectiles/eyes, stops crawling when hitting walls/floor for some reason. Medium cooldown.
* Personal rating for boss/face: boss difficulty - low (maybe medium a bit, but doubt it). Face rating - low.

12. Level title – The Gallery.
  • Appearance – Room with missing portraits, platforms (bugged and don't have collision periodically) and red thing in the middle. This room also has 3 keys slots, which when filled, will open door to final boss. Supply boxes/Faces boxes appear on all floors, but most often on 1st and 2nd floors.
  • 3 doors: 1 door on lower floor on the left leads to Washrooms. 1 door on lower floor on the right (near middle part) leads to Upstairs Hallway (bunker with targets and bodies), 1 door on lower floor on the right (rightest) leads to final boss.
  • Traps – 1 quasi trap and 1 actual trap: quasi trap – 3 spots in the floor, which periodically shoot steam and launch regular enemies/player into the air. Real trap - red thing in the middle on the upper floor shoots rockets in random (or does it targets?) directions. Important (!) - real trap is bugged and Pause menu doesn't work for it.
  • Safe spots from regular enemies – corners on the lower floor near doors and platforms on both sides for “middle” floor.
  • Safe spots from traps – running away from steam and rockets.
  • Room difficulty: very high - 1st or 2nd hardest room, due to steam, periodically missing collisions for platforms and trap.

* Boss - The Hanging Man. Spawns few heads, while flying through level – heads start to jump in one place after time. Boss disappears after attacks. Attacks: dropping from ceiling on player, shooting rockets in player.
* Safe spots from boss – no, but dodging is easy.
* Boss face - 40 HP, Black Mass Blast: a mass of black and body parts – shoots either body parts or black circle, which damages enemies, can shoot few per medium cooldown.
* Personal rating for boss/face: boss difficulty - medium (mostly due to level). Face rating - low/medium.

Big Spoiler 13. Level title – Final boss level.

* Appearance – big boss in the middle.
* 1 door: can enter through boss head, when boss defeated.

* Boss – Mr. Ansted. Big stationary boss. Spawns few fly like things sometimes. Main attacks - shoots a lot of slow small projectiles in random directions and shoots more precise small projectile in players direction. For first lungs need to be destroyed. In 2nd phase head starts to move on a long neck, attacks player and shoots projectiles (??? - didn't check this phase for long). Head should be destroyed. Then you can interact with head to finish a game.
* Safe spots from boss – basically any spot is nice and not safe at the same time – most important to prepare for this battle and during battle to pick up health/ammo drops and explosives.
* Personal rating for boss: boss difficulty - low-high - heavily depends on your upgrades at this point.