Guides

How to Get Perks in Project Lazarus ZOMBIES

Machine locations, exact prices, the four-perk cap, and why the old five-perk trick is dead.

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How to Get Perks

Perk machines in Project Lazarus ZOMBIES stay dark until someone flips power. You can hold four perks. A down deletes all of them. Spend 1,500 to 4,000, drink, and do not eat three hits (five with Juggernog) or you are on a 45-second bleedout with a Beretta and no soda.

Power routes are on Getting Started. Interact is F; see controls if the prompt fights reload. Rankings are on the perk tier list. This page is locations, prices, and buy order.

The five machines

PerkCostWhat it actually does
Quick Revive1,500Revive teammates in 1.5s instead of 3s; regen delay halved
Double Tap Root Beer2,000Faster fire rate (~18%) and two bullets per shot
Juggernog2,500Health 100 to 200; five hits to down instead of three
Speed Cola3,000Reloads twice as fast; boards go on much faster
Mule Kick4,000Third weapon slot

Quick Revive is co-op only. It does not self-revive in solo. Buy it if you will actually walk into a train to pick someone up. Skip it solo and spend 1,500 on doors or a box spin.

Juggernog is not optional. Three-hit downs are how public lobbies lose a full perk set on round 12. Double Tap is the damage perk. Speed Cola is the reload perk for slow guns and barrier farming. Mule Kick is a third gun (wonder weapon plus wall ammo) and the first thing you lose on a down because the extra slot vanishes with the perk.

Buy order

  1. Juggernog (2,500) as soon as power is on. Health first.
  2. Double Tap (2,000) so the current gun deletes the horde.
  3. Speed Cola (3,000) or Mule Kick (4,000). Slow reloads want Speed Cola. Frostbite plus a wall MP5 wants Mule Kick.
  4. Quick Revive (1,500) in co-op if you still have a slot.

Do not buy Mule Kick first. A third pistol does not save a three-hit down. High-round strategy assumes this order is done by the time zombie count plateaus around round 30.

Graduation locations

  • Quick Revive — classroom spawn corridor. Nurse-side players see it after the electric door opens.
  • Juggernog — nurse’s office vending room, first floor. A box spawn shares that tight room; do not spin while someone buys Jugg.
  • Double Tap — upstairs classroom corridor, far end.
  • Speed Cola — upstairs vending area, center of the room.
  • Mule Kick — upper library, back, near the MP5. That is also the room you train in, so drink and step off the machine.

Research locations

  • Quick Revive — spawn office, first floor, between lobby doors.
  • Juggernog — testing-chamber floor, near decontamination.
  • Double Tap — upper testing chamber, next to the entrance.
  • Speed Cola — elevator lobby, behind the counter.
  • Mule Kick — testing-chamber control room on the left. Buy it on a crawler, not during a 24-zombie cap.

All five need power. Graduation’s switch is in the power room; Research’s is in the labs. Lights on means Pack-a-Punch is also in play.

Four-perk cap and downs

Four icons and the machines refuse another drink. There is no fifth bottle. A typical high-round set is Juggernog, Double Tap, Speed Cola, and Mule Kick. Public six-player sets often swap Mule Kick for Quick Revive because revives matter more than a third gun.

A down wipes every perk. Bleedout is 45 seconds. Mule Kick’s third weapon is gone until you buy the perk again and find another gun. After a revive, rebuy Juggernog first, then Double Tap. Do not rebuild Mule Kick as a three-hit player.

The five-perk trick is patched

Old clips show five sodas. That exploit was patched in May 2020. It does not work. Anyone selling a five-perk glitch is outdated or walking into the exploiter ban. Buy four, spend leftovers on Pack-a-Punch and box spins.

No redeem codes grant perks. The three game passes add Glock, AK, and M16 guns. They do not add a fifth soda slot.

Drink Juggernog like it is the rent. Everything else is a multiplier on a player who can survive a bump in a doorway. If you only remember one machine after your first public lobby, remember the red one, the 2,500-point one, and the fact that going down puts you back to a Beretta and a prayer.

FAQ

Frequently Asked Questions

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

What order should I buy perks?

Juggernog at 2,500, Double Tap at 2,000, then Speed Cola or Mule Kick. Quick Revive at 1,500 is for co-op revives, not a solo self-revive.

How many perks can I hold?

Four. Machines refuse a fifth drink. The old five-perk trick was patched in May 2020.

Do I keep perks if I go down?

No. A down strips every perk and, with Mule Kick, the third gun. Bleedout is 45 seconds. Rebuy Juggernog first after the revive.

Where is Juggernog?

Graduation: nurse's office vending room. Research: testing-chamber floor by decontamination. Power must be on. Maps mark the rooms.

Should solo players buy Quick Revive?

No. It only speeds ally revives and shortens regen delay. In solo spend 1,500 on doors, a wall gun, or the box instead.

Is Mule Kick worth 4,000 points?

After Jug and Double Tap, yes if you have a wonder weapon plus a wall ammo gun. It is a luxury until Pack-a-Punch is online.