Project Lazarus ZOMBIES Points guide
What every kill, board, nuke, and soda actually pays or costs in a six-player lobby.
Points are the only currency that matters inside a Project Lazarus ZOMBIES match. There are no redeem codes. Game passes add extra guns between matches; they do not print HUD points. You start a life with at least 500 (if you died broke, you respawn at 500). Everything else is earned in the round and spent on debris, wall guns, the Mystery Box, perk machines, and Pack-a-Punch.
This page is the ledger. Pair it with round scaling when you need to know whether a knife still kills, and with getting started when you need the Graduation route those numbers pay for.
Kill and repair awards
Double Points doubles every row in this table for 30 seconds. Insta-Kill adds 10 to gun and knife kills (not to chip damage). Nuke and Carpenter are flat payouts to every living player; they are not doubled unless Double Points is already up when you touch the nuke or hammer.
| Action | Points | With Double Points |
|---|---|---|
| Non-lethal shot (chip) | 10 | 20 |
| Limb-shot kill | 50 (60 Insta-Kill) | 100 (120) |
| Body-shot kill | 60 (70 Insta-Kill) | 120 (140) |
| Headshot kill | 100 (110 Insta-Kill) | 200 (220) |
| Melee / knife kill | 130 (140 Insta-Kill) | 260 (280) |
| Barrier plank | 10 | 20 |
| Full barrier (5 planks) | 50 | 100 |
| Repair cap per round | 50 × round, max 500 | 100 × round, max 1,000 |
| Nuclear Bomb | 400 | 800 if DP is already active |
| Carpenter | 200 | 400 if DP is already active |
| Mystery Box Joker refund | 950 | 950 (refund, not an award) |
The maximum on a single zombie is 280: knife, Insta-Kill, and Double Points all at once. That window is how early rounds print money if you hold the knife (V) instead of dumping the Beretta into torsos.
Early-round knife versus gun
Round 1 zombies have 150 HP and die to a knife (130 vs 100 head vs 60 body). Chip shots add 10 before the killing blow, so a sloppy gun can out-earn a knife while burning pistol ammo you cannot refill. The getting started plan is: knife until melee no longer drops them, board up to the repair cap, and do not buy a wall gun until power is funded. After the knife bounce, go for heads. During Insta-Kill, swap back to V (140 vs 110 head).
Spend table
| Purchase | Cost |
|---|---|
| Wall weapon | 500–1,500 |
| Wall ammo refill (unpacked) | Half the wall price (250–750) |
| Wall ammo for a Pack-a-Punched wall gun | 4,500 |
| Clear debris / open a door | 750–1,000 typical |
| Mystery Box spin | 950 |
| Pack-a-Punch | 5,000 |
| Quick Revive | 1,500 |
| Double Tap Root Beer | 2,000 |
| Juggernog | 2,500 |
| Speed Cola | 3,000 |
| Mule Kick | 4,000 |
You can hold four perks. Downing strips all of them and drops the Mule Kick third gun. Skip Mule and the set is 9,000; swap Quick Revive for Mule and it is 11,000. Buy order: Juggernog first, Double Tap second — how to get perks.
Graduation: about 4,250 to power and the key
On Graduation the first real bill is the debris chain into the power room plus grabbing the Pack-a-Punch key. That route is about 4,250 points depending on spawn side (doors at 750 or 1,000). Power itself is free. The key is free. The locked Pack-a-Punch room still needs the key, then a harvester interaction, then 5,000 per gun. Do not spend 1,500 on a wall rifle until that 4,250 is in the bank unless the whole six-player lobby is pooling doors.
Research uses a different debris graph, but the same unit prices. See maps for layout; this page is only the sticker prices.
Double Points, nukes, and the box
If a Double Points orb and a nuke sit together, touch Double Points first, then the nuke, for 800 instead of 400. Same rule for Carpenter (400 instead of 200). Do not hold a nuke so long that it expires; 400 is still a debris door.
The box is 950 every spin. A Joker refunds the 950 when the card finishes, not when it appears, and the box moves. Burning the box for Frostbite is a mid-game hobby, not a round-3 plan. Fire Sale (when it exists in a modifier or event) is the only time that 950 changes; default matches charge the full price.
Pack-a-Punch is 5,000 per weapon, once. It also refills that gun. Budget it after Juggernog, not before. Walkthrough: how to pack-a-punch.
If a teammate prints points without shooting, that is a kill-all script and a ban. The honest ceiling is 280 per zombie in a stacked window and 500 repair a round. Play to this ledger, not a fake HUD.
Frequently Asked Questions
Quick answers for perks, Mystery Box pulls, and high-round survival.
Why knife in early rounds?
A knife kill pays 130 versus 60 body or 100 head, and round-1 zombies die to melee. Swap to guns when they survive the knife. See round scaling.
How much is the Mystery Box and Pack-a-Punch?
950 per spin, 5,000 per upgrade. Joker refunds the 950. Wall ammo for a packed wall gun is 4,500.
What do perks cost?
Quick Revive 1,500, Double Tap 2,000, Juggernog 2,500, Speed Cola 3,000, Mule Kick 4,000. Four-perk cap. Details on how to get perks.
What is the 4,250 number?
Approximate debris total to reach power and the Pack-a-Punch key on Graduation. Power and the key themselves are free.
Does Double Points affect nukes?
Yes if Double Points is already active when you pick up the nuke (800) or Carpenter (400). Grab the x2 orb first.
Are there codes for points?
No. See the codes hub. Points are in-match only.