Players

Project Lazarus ZOMBIES Maps

A Japanese high school with a split spawn, and a Shenzhen lab with three pads.

Last updated:

Maps

Project Lazarus: ZOMBIES ships two playable maps. Graduation is an unnamed Japanese high school after the outbreak. Research is an unnamed facility in Shenzhen, China. Both have been the whole rotation since the lab map was added years after the 28 June 2016 launch. Online co-op still caps at six. There are no codes. Each map hides power, perk machines, a moving Mystery Box, and a Pack-a-Punch you pay 5,000 to use once you turn it on.

How you move a horde on these floors is how to train. The machine quest is how to Pack-a-Punch. First-hour routes are Getting Started. Gun chalk versus the box is weapons. Drops are power-ups. This page is the floor plan. The players hub is the body walking it.

Graduation: school, two spawns, electric door

Graduation is close-quarters: classrooms, a library, a nurse’s office, narrow halls, tight stairs. Two spawn areas sit on the first floor, split by an electric door that stays shut until someone hits the power switch. With three or more players the game splits the squad across those two rooms. With two players you stack together. Solo is one spawn. Until power, you communicate through the door or you each open your own side toward the switch.

Power lives in the power room with the first Mystery Box. That room is the meeting point. Perk machines need that switch: Quick Revive on the classroom-spawn corridor, Juggernog in the nurse’s office vending room, Speed Cola in an upstairs vending room, Mule Kick at the back of the upper library, Double Tap along a boarded line once you leave the split spawns.

Pack-a-Punch is not in the power room. It sits in a locked storage closet off the classroom starting area. Grab the small silver key in the power room, unlock the closet, then fill the Harvester jar by killing nearby zombies until essence hits 100 percent. The machine lights. 5,000 per weapon. You can see the unit from the lower library, which is why people peek that railing.

Library train: once doors are open, the default loop is the library stacks — long sight down the shelves, stairs to cut, one main funnel. Camping the Pack-a-Punch closet is a trap: one door, no exit when 24 zombies cap the doorway. Boarded windows still matter on early rounds; Carpenter will rebuild them later.

Wall highlights: B93 Raffica next to the Pack-a-Punch classroom, SKS on a starter hallway, MP5 in the library. Box locations after it moves: upstairs classrooms, bathroom corridor, lower library, nurse vending room, plus the original power room.

Musical egg badge “When Something Is Gone” is a Graduation extra, not a survival requirement.

Research: three blocks, three teleporters, PAP under the stairs

Research is larger and meaner. Three sections chained by long corridors:

  1. Offices and lobby — spawn. B93 Raffica at the top of the starter stairs. M14 and MP5 on office walls.
  2. Testing chamber — huge room with a central teleporter and controls. Pack-a-Punch is under the staircase in a hidden room you enter from the stair side, not from a obvious street door.
  3. Labspower switch in the center lab room. Starting Mystery Box is one of three lab interiors: chemistry, specimen/fish, or whiteboard/bio. If you can see two of those rooms empty, the third holds the crate without paying every door.

Three main teleporters, one per section, turn on with power. They are fast and unpredictable. Use them to rotate, not as a panic button into a packed pad. A fourth-ish pad logic still dumps you into a fight; do not ADS a sniper while the world warps.

Juggernog sits on the test-chamber floor near decontamination. Speed Cola is behind the elevator-lobby counter. Mule Kick is on the upper test chamber, left of the stairs down. Quick Revive and Double Tap sit on the office-to-labs route after power. Buy Jugg before you live in the PAP cubby; that cubby is also a one-door box.

Research trains prefer the test-chamber floor or a corridor with two exits. Teleporters let a lost teammate rejoin, or they dump ten zombies onto the revive. Call pads before you slap F.

Musical egg “See You In Hell” uses four cassette tapes, one per area including the Pack-a-Punch room. Only the player who hits the last tape gets the badge.

Which map to learn first

Learn Graduation. The electric door teaches power, the key teaches Pack-a-Punch, the library teaches a loop. Move to Research when six-player pubs on the school feel small. Same perk prices, same 950 box, same 5,000 punch, different geography. Neither map is locked behind a game pass. Bring the same Beretta, and do not expect a code to open the electric door — the switch and the Shenzhen lab power room are the only keys that matter, plus that silver Graduation key on the power-room shelf.

FAQ

Frequently Asked Questions

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

How many maps are in Project Lazarus ZOMBIES?

Two playable maps: Graduation (Japanese high school) and Research (Shenzhen facility). Both support the same six-player co-op rules.

Why can I not walk to my teammates at the start of Graduation?

Two spawn rooms are split by an electric door until someone turns on power. Duos spawn together; larger squads can split.

Where is Pack-a-Punch on each map?

Graduation: locked storage off the classroom spawn, opened with the power-room key, then a Harvester. Research: under the testing-chamber stairs.

Do Research teleporters always send me to a safe room?

No. Three pads link the three sections after power, and the destination can be hot. Treat them as rotations, not escapes.

Where should I train?

Graduation library stacks. Research test-chamber floor or a two-exit corridor. Full loops are in how to train.

Is a map locked behind a game pass or a code?

No. Both maps are free. There are no redeem codes. Passes only add extra box guns.