Your first hour.

You spawn with a survival guide and nothing else. Find water, loot the edge of a town, and be indoors before dark.

Slot nine

Your Equipment item. Right-click for armour slots and backpack.

Water first

Thirst drains on its own. Right-click a town pump with an empty hand.

Loot the outskirts

Edge houses give cloth, parts, melee and often a pistol. Cities later.

Keys

F reloads, or toggles a flashlight. Double-tap shift to go prone, then hold sprint to crawl.

Stay quiet

Gunfire draws the infected. A torch shows where you are. Melee does neither.

What death costs

Blueprints and skills are permanent. Your gear stays where you fell.

Your body.

Injuries are tracked apart from your health bar and each needs its own remedy. Carry medicine before you need it.

Condition Cause Cure
Bleeding Melee and bullets. Neck, chest, hands and legs bleed separately. Bandage, or a medkit for two. A dirty rag works but makes you sick.
Infection Hits from the infected. Die infected and a walker climbs out of you. Antibiotics always, painkillers about half the time.
Broken legs Long falls. No sprinting, heavily slowed. A splint, one per leg.
Stomach sickness Rotten flesh and spoiled food. You vomit up food and water. Nothing. It passes on its own.
Thirst Ten units, always dropping. At zero it costs health. Canteen, boozle, wet food, or a town pump.
Stamina The experience bar. At zero you are slowed, dizzy and blinded. Stand still, or use adrenaline.

Go down and you can be picked back up by a teammate. Alone, you bleed out.

Logging out.

The combat tag

Any fight tags you for thirty seconds, and every hit resets it. Safe zones and arenas never tag you.

Quitting tagged

Your body stays in the world as a survivor anyone can kill and loot. /leave logs you out safely instead.

Where the loot is.

What a building holds is decided by what it was. Better places are further out and better defended.

Place What you find
Houses Cloth, parts, rags, tin openers, common melee, sometimes a pistol
Pharmacies, hospitals Bandages, medkits, splints, antibiotics, injections, clean water
Police stations Police armour, riot helmets, gas masks, tasers, batons, pistols
Industrial sites Scrap, nails, duct tape, rubber, gunpowder, repair kits, blueprints
Gun shops Pistols, ammo boxes of every calibre, shells, gunpowder
Military bases Rifles, SMGs, shotguns, sniper ammo, grenades, dynamite
Bandit camps Bandit guns and clothing, drugs, alcohol, coins and wallets
Bunkers Green, blue and red keycard doors. Higher tier, better contents.
A dark, looted building interior with overturned tables and a doorway at the far end
Inside is where the loot is and where you cannot see. Nothing in a building is lit for your benefit, and anything already in there heard you come through the door.

Throwables.

Eight of them, and only three are about damage. The rest buy you something better: a way out, a wall of nothing to see through, or a crowd of infected walking towards somewhere you are not.

What What it does
Grenade The standard one. Explodes, hurts most inside about five and a half blocks.
Pipe bomb Improvised and slightly harder hitting than the grenade. The scrap answer to a locked room.
Molotov Sets the ground burning. Less damage on impact than a grenade, but the fire stays after you leave.
Flashbang Reaches much further than anything else — fifteen blocks. Blinds, slows and sickens anyone caught looking. It hurts a little too.
Smoke grenade No damage. Blinds and slows everything in about four blocks, which is enough to cross a street or break contact.
Infection bomb Poison, weakness and slowness rather than an explosion. Meant for people, not for doors.
Firecrackers A decoy. It makes noise and leaves something behind that the infected walk towards, so you can be elsewhere.
Dynamite Found, not crafted, and aimed at what you want opened rather than at a person.

A safe zone protects you from all of it — a flashbang thrown into one does nothing to the people standing in it.

Things that need power.

The flashlight and the taser do not run on nothing. Each takes a battery, which holds a hundred charges and drains as you use it — and you can pull a battery back out of one gadget and put it into another.

Your base.

Somewhere to leave things is the difference between a run and a save.

Land claimer

Thirty blocks, one per player. Ten hits removes it and all inside.

Build hammer

Needed to place anything. Crouch-click to take your builds down.

Locks

Wooden doors only. /zdoor allow lets a friend in.

Raiding

C4 opens a locked door. Wire, sandbags and mines make it costly.

Other players.

Anyone can kill you anywhere except a safe zone, and being in a team does not stop your own squad shooting you.

Squad up

Up to four. /zteam create, then /zteam invite. Their names, direction and distance stay on your compass.

Your nemesis

Whatever kills you can remember it. It takes a name, waits where you last saw it, and grows with every kill. /znemesis lists them.

Traders, quests, the mission board and the arenas

Commands.

The ones you will actually use.

Command What it does
/zguide Another copy of the survival guide
/zprofile Your stats, kills and progress
/zskills Skill levels and perk choices
/zblueprints Every recipe you have learned
/zbalance · /zpay Check your money, or send some
/ztrade Face-to-face trade for items and cash
/zteam create · invite · accept · kick · leave · list
/zarena join · leave · list
/zlocalchat Speak only within seventy blocks
/zdoor allow · deny · list · remove, on your doors
/zwaypoint Point your compass at a place
/ztpa · /ztpayes · /ztpano Teleport requests
/zspawn · /zrandomspawn The hub, or the wilderness
/zmutation · /znemesis The current strain, and what hunts you
/ztop The server leaderboard
/zshowequipment Toggle whether other players can see your gear
/zsuicide Respawn when you are stuck. You still drop everything.
/leave Log out safely. Closing the game in combat leaves your body and your gear behind.

Look the rest up.