Codes

Project Lazarus ZOMBIES How Progress Works

Points run the round. XP, camos, and badges sit on the account.

Last updated:

Progress in Project Lazarus: ZOMBIES splits into two layers that people mix up. Match points buy doors, wall guns, Mystery Box spins, Pack-a-Punch, and perks. Account extras — XP, Armory camouflages, and Roblox badges — track what you have done after the lobby ends. Neither layer uses codes. If you are still looking for a redeem box, the codes hub is the honest answer: none as of September 2026.

The game released on 28 June 2016 as online co-op for up to six players. That design never needed a code season. You load in with a Beretta M9, you farm, you spend, you go down, you lose perks, you buy them again. Optional game passes only widen the box deck.

Match points: the real currency

Points are per player and per match. They do not carry into the next server. Typical payouts:

  • Non-lethal hit: 10
  • Limb kill: 50; body kill: 60; headshot: 100
  • Knife kill: 130 (140 during Insta-Kill)
  • Barrier plank: 10, 50 for a full window, with a per-round repair cap
  • Carpenter: 200 to everyone alive; Nuke: 400 to everyone alive
  • Joker on the Mystery Box: refund of the 950 you just spent

Double Points doubles those numbers for 30 seconds. The points tool is the calculator for planning a Juggernog plus box plus Pack-a-Punch bank. A clean early route is knife rounds 1–3, open toward power, then spend. Getting Started lists the first-hour order so you do not dump 950 on the box before doors.

Spending is just as rigid:

  • Debris and doors: hundreds to about 1,250 depending on the gate
  • Wall guns: 500 (B93 Raffica, Ranger) up through 1,500 (Remington 870)
  • Mystery Box: 950 per spin
  • Pack-a-Punch: 5,000 per weapon, once
  • Perks: Quick Revive 1,500, Double Tap 2,000, Juggernog 2,500, Speed Cola 3,000, Mule Kick 4,000, cap four

Going down strips every perk. Mule Kick’s third gun vanishes with the perk. Points stay, so a revive is a rebuy tax, not a wipe of your bank. That is why Juggernog is progress: it protects the other three drinks you already paid for.

XP and the Armory

XP lives on the account. You see a thin bar in-match and the full level in the lobby. Level does not raise damage, health, or box odds. It is a skill flag. Typical awards:

  • Survive a round: 50 XP times the round number for a long stretch of the curve
  • Kill: 50 XP, 75 melee, 100 headshot
  • Revive: 250 XP, capped across a few rounds
  • Open a door or debris: 250 XP

Low-level and high-level players can both jump multiple levels in one deep game. Do not treat XP as a unlock tree.

The Armory is the camo bench. Camos are cosmetic only. Wonder weapons cannot wear them. Rarities run Common, Rare, Epic, Legendary. The menu shuffles a handful of palettes each time you open the tab. Selected camos currently reset when you leave the game, so they are a lobby fashion choice, not a grind you protect. They are not codes, not game-pass skins, and not a stat stick.

Badges that actually mark a run

Roblox badges stamp the account. The ones players hunt:

  • Lock and Load — buy a wall weapon.
  • The Box — use the Mystery Box.
  • Upgrade — use Pack-a-Punch.
  • Ray Gun — obtain the Ray Gun.
  • Round 10 / 20 / 30 / 40 / 50 — reach that round from the start of the game. Joining a high-round server later does not count.
  • Musical eggs: “When Something Is Gone” on Graduation, “See You In Hell” on Research.

Round 50 is the long badge. You need a full map, four perks, a Pack-a-Punched wonder or a refillable wall gun, and a train. Starting Beretta, wall buys, then 950-point box, then 5,000 Pack-a-Punch is the same loop as any other high round. There is no code that skips to wave 50.

What does not progress

Weapons you held last game are gone. Perks are gone. Power-up luck is gone. Frostbite odds still hide the gun on rounds 1–5, then 15 percent inclusion on 6–10 and 20 percent from 11 onward. Honey Badger, Model 1887 (June 2026), Laugo Alien, and RPG-7 stay in the free box. Game passes add nine extra guns across three packs; they do not raise XP, badge speed, or point multipliers.

Treat YouTube “level 100 kits” as cosmetics plus a number. The only kit that matters is the one you can rebuy after a down in a six-player lobby. Bank points first, then drinks, then the box. That is the whole progress model, and it has been that way since 2016.

FAQ

Frequently Asked Questions

Quick answers for perks, Mystery Box pulls, and high-round survival.

Do points save after I leave the server?

No. Match points stay in that game only. XP, Armory camos, and badges are the account-side extras.

Does XP make the Mystery Box better?

No. Level is a lobby indicator. Box odds, Frostbite rules, and perk prices do not change with XP.

Which badges should I chase first?

Lock and Load is a wall buy, The Box is one 950 spin, Upgrade is one Pack-a-Punch. Round badges require you to start the match.

Can I buy progress with a code or a game pass?

No codes exist. Game passes only add weapons. Points still come from kills, repairs, and power-ups.

Why did I lose my third gun after a down?

Downs strip all perks. Mule Kick's extra slot disappears with the perk, so the third weapon is deleted until you buy Mule again.