Getting Started in Project Lazarus ZOMBIES
First lobby, map pick, knife rounds, power, and the moment the Mystery Box is actually worth 950 points.
Project Lazarus ZOMBIES is a released Roblox co-op shooter. You spawn with a Beretta M9, up to five teammates (six players max), and a building full of boarded windows. There is no public code box. Points come from chips, kills, and boards, then go into doors, wall guns, perks, and Pack-a-Punch. The first session is opening the map without going broke. Controls is the bind sheet; this page is the spend order.
First lobby and map pick
Join public if you want a full six-player match. Host private if you want to learn doors without being dragged. Exploiters are permanently banned.
Graduation is the better first map: a Japanese high school with two spawn rooms split by an electric door that only opens after power. Classrooms, a library, a nurse’s office, and a generator room sit on two floors with readable window lines.
Research is the Shenzhen facility: offices, testing chamber, labs, long corridors, and teleporters that dump you somewhere random until power is on. Door prices stack faster. New players get pinned in decontamination because they sprint at the first green light.
Room callouts live on maps. Stay on Graduation until you can hold a train.
Knife rounds 1 through 5
The M9 is a point printer. A chip shot is 10, a limb kill is 50, a torso kill is 60, a headshot is 100, and a knife kill is 130. Each barricade board is 10. On the first five rounds zombies die to a melee if you let them hop the window. Knife, board, knife, board. If you shoot, land the headshot, then finish with V. Limb sprays dump the magazine you need if a teammate drops.
You go down in three hits without Juggernog, five with it. Bleedout is 45 seconds and every perk is gone on the floor. Run totals on the points tool before you open a 1,000-point debris pile. You do not jump here; the only escape is a loop, which is why how to train zombies exists even on round 6.
Point goals to power
The power switch is free. Perk machines and Pack-a-Punch stay dark until you flip it. You pay for the doors on the way.
On Graduation, one spawn sits by Quick Revive and the classroom storage door. The other sits by Juggernog in the nurse wing. Buy the cheapest debris toward the stairs, then climb to the power room. The switch shares that room with an early Mystery Box spawn. Grab the small silver key while you are there; the classroom storage door is the Pack-a-Punch closet. A few thousand points and disciplined knives get the switch on if you skip the box.
On Research, everyone starts in the office. Budget about 4,750 if you only buy the corridor to the labs switch, and closer to 9,750 if you also open the testing-chamber rooms you will fight in. The switch is in the labs, not spawn. Walk the long hall instead of gambling a portal.
Do not camp spawn once the electric door or first security gate is open. A six-player stack on one window dies the moment two people reload together.
First wall gun
Wall guns restock from the same sign. On Graduation the classroom spawn sells the B93 Raffica for 500; the nurse spawn sells the SKS or Ranger for 500. Either buy unlocks Lock and Load. The library MP5 for 1,000 is the keeper if the box hates you.
On Research the office M14 for 500 and the stairway Raffica for 500 fill the same role. The labs K1A for 1,200 still matters in double digits with Double Tap.
Buy one wall gun after you have a path to power, not before. A 500-point pistol you replace in two rounds is fine. Rankings live on the weapons tier list.
When to box
The Mystery Box costs 950 per spin. Frostbite and the Ray Gun are the wonder weapons worth a 5,000-point upgrade, and Frostbite is not in the pool on rounds 1-5. Early spins are a tax. Hit the box after power is on, after you can still afford Juggernog at 2,500, and after you have a wall gun to fall back on.
A Joker refunds the 950. Keep spinning only if the squad is holding the train. The weapons and Mystery Box page covers the pool. This page’s rule is doors, wall gun, power, then box.
After the first keeper gun
Buy perks in order: Juggernog, then Double Tap, then Speed Cola or Mule Kick. Quick Revive is a 1,500 co-op pickup, not a solo self-revive. Four-perk cap. Then take the keeper to Pack-a-Punch. If the lobby is already past round 20, skip the beginner farm and open high-round strategy before you camp a box closet.
Three optional game passes (Glock, AK, M16, about 349 Robux each) add guns. They are not redeem codes. The codes hub exists to say that out loud.
The first public lobby you survive to round 10 is the one where you boarded windows instead of ego-challenging the teddy bear. Leave the library loop for the next match, leave the round 50 badge for a planned session, and treat the M9 like a bank. When the loading screen comes back, you should already know which spawn you landed in, how many points the next door costs, and which teammate is actually watching the window behind you.
Frequently Asked Questions
Quick answers for perks, Mystery Box pulls, and high-round survival.
Should I play Graduation or Research first?
Graduation. The Japanese high school has readable window lines and a cheaper path to power. Save the Shenzhen facility for after you can hold a train; details are on maps.
Do I buy the Mystery Box on round 1?
No. Knife for 130 points, open doors to power, buy a 500-point wall gun, then spin for 950. Frostbite is not even in the pool on rounds 1-5.
Are there codes for free points or guns?
No public redeem system. Progress is in-match points. Optional Glock, AK, and M16 expansions are game passes, not codes.
How many hits before I go down?
Three hits, or five with Juggernog. Bleedout is 45 seconds and you lose every perk. Buy Jug first using how to get perks.
What is the first wall gun I should buy?
The 500-point spawn gun on your side (B93 Raffica, SKS, Ranger, or M14). The library MP5 or labs K1A comes after power if the box has not given you a keeper.
What do I do once power is on?
Grab the Graduation silver key if you have not, buy Juggernog, then a box or wall keeper, then Pack-a-Punch.