How to Train Zombies in Project Lazarus ZOMBIES
Kiting loops, crawler windows, and why the library beats a packed hallway after round 30.
Training is running a loop so every zombie chases your back, not your face. Project Lazarus ZOMBIES caps the floor at 24. After count plateaus around round 30, that 24 is always there, paths through windows, and will corner you if you sprint into a spawn. Camping a doorway works until health makes the front row unkillable. Training is how you still shoot the tail on round 40.
High-round strategy is when to stop camping. This page is the footwork. Controls are sprint (Left Shift / left stick click), knife (V), and ADS. You do not jump, so the loop is the kite tool.
The loop, not the line
A train is a circle, not a hallway sprint. Pick a wide room with two exits, walk one direction, and let zombies funnel onto the same path. Shoot the clump behind you. If you reverse for a pickup, the front becomes a wall: three hits without Juggernog, five with it, 45-second bleedout, perks gone.
- One direction. Counterclockwise around a column is enough. Cutting a Max Ammo is how six-player trains pancake.
- Do not run into spawns. Windows pop zombies in front of you if you hug the board. Leave a body-width gap. Boarding is 10 points a plank and not worth a face spawn.
- Leave crawlers. Shoot legs so one slow zombie holds the round. That is the window to revive, buy, or Pack-a-Punch.
- Watch the cap. When new zombies stop appearing you have 24 on the floor. Dump Frostbite into the tail then, not a box spin.
Points stay 10 chip, 50 limb, 60 torso, 100 headshot, 130 knife. Head the tail. The points tool is there if you are still banking for perks mid-loop.
Graduation: library first
The upper library is the default train. MP5 on the wall, Mule Kick at the back, a central column. Start on the MP5 wall, walk a counterclockwise donut, let the horde pile on the far side, ADS a burst, walk again.
Do not invent a train in the nurse Juggernog closet. It is too small. Open to the library. Power-room trains are a backup if the library is contested, but a third hallway will spawn into your face if you loop the wrong way.
The Pack-a-Punch storage closet is not a train. One door, no column, 5,000-point animation. Leave a crawler in the classroom, punch, leave. Geometry is on maps.
Research: corridors and the chamber
Research is a Shenzhen facility with three sections and teleporters that ignore your loop. Honest trains:
- Spawn office / lobby doors. Figure eight between office and the first security hall. Do not corner at Quick Revive.
- Testing chamber floor. Orbit the central pad. Watch the staircase PAP entrance.
- Long corridors. Camera on both ends. If a window is on your hip, you are too close to a spawn.
Teleporters are panic buttons. They can drop you on a pad with no train and a full cap pathing. Rebuild the loop after you land. The decontamination tunnel is a last-resort hold; leaving it for Max Ammo is a 24-zombie greeting at the door.
Revive windows and co-op trains
Six players can train on one loop. Two loops in the same room cross and down both leaders. Call who is on point (the chase) and who is on tail (the shooters). If the point player goes down, the tail inherits the circle. Do not all dive the revive.
A down is three or five hits, then 45 seconds. Quick Revive cuts the pick-up to 1.5 seconds, which is why co-op perk sets often keep it. Revive on a crawler. If the floor is a full 24, knife legs first. Two downs: one crawler holder, one reviver. Killing the last zombie to “reset” spawns the next wave on the prompt.
Public randoms will cut your donut to buy Speed Cola. If they will not listen, take the train to a second room rather than arguing at the column.
When a train is the wrong tool
Rounds 1-5 should not be trained. Knife windows, board, bank, open power. That is Getting Started. Mid rounds can mix a short wall-gun camp with a small loop. After ~30, camping donates the round 50 badge to the health curve.
If the gun cannot kill the tail before the head catches you, you need Pack-a-Punch and a wonder weapon, not a tighter circle. Upgrade on a crawler using how to Pack-a-Punch, then return to the same loop. A punched Ray Gun into a lined train is the point of kiting.
The difference between a clean round 40 and a wipe is almost never more DPS. It is whether you sprinted into a window, whether you reversed for a drop, and whether a crawler was alive when someone needed 45 seconds of charity. Walk the donut, shoot the tail, leave the legs on the last one, and let the library column do the work your jump button cannot.
Frequently Asked Questions
Quick answers for perks, Mystery Box pulls, and high-round survival.
What does training mean in this game?
Kiting the horde in a wide loop so you shoot their backs. The map caps at 24 zombies alive. After round 30 that cap is constant, so the loop replaces camping.
Where do I train on Graduation?
Upper library around the column, MP5 on the wall. Avoid the Juggernog closet and the Pack-a-Punch storage room. Maps labels both floors.
Where do I train on Research?
Spawn office loops, the testing-chamber floor, or a long corridor with both ends visible. Do not live in the stair PAP closet.
Why leave crawlers?
A crawler pauses new spawns so you can revive (45-second bleedout), buy, or punch a gun. Killing the last zombie mid-revive spawns the next 24 on you.
Why do I keep getting grabbed at windows?
You ran into a spawn. Stay a body-width off barriers. Boarding is 10 points a plank and is not worth a three-hit down. Binds are on controls.
When should I stop camping and start training?
By the late 20s, and for sure after the round 30 count plateau. High-round strategy covers the round 50 badge on that loop.