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Numbers from the game's rules

04Field guide · Out there

Threat tiers

Out thereCalmRestlessHot4 min read

The tier is picked at the convoy gate, and it decides what's waiting: which infected are out, how hard the waves come, and what the jobs pay.

01The three tiers

Restless is the usual run. Calm is for learning the ropes, alone or not. Hot is for a crew that wants the brute and the pay that comes with it. Every tier keeps the final timer.

What each threat tier brings out
TierScreamersRadioactivesThe bruteWavesJobs pay
CalmNoneNoneNoneLater and smallerStandard
RestlessOut thereThe odd oneMaybe, asleepStandardStandard
HotOut thereMore of themAlways, in its lairBigger+2 reward items a job

Calm: Quiet streets: no screamers or special infected, and the waves come later and smaller. Restless: The usual block: screamers, the odd radioactive, and maybe something big asleep in its lair. Hot: Radioactives about and the brute in its lair. Bigger waves, and every job pays 2 more reward items.

02Waves

Besides what's already on the map, waves of walkers and runners come for you. The first comes about 3:00 into a run, and nothing finds you where you arrive in the first moments.

Every noise heats the block up, and heat cools off slowly. The hotter it is, and the longer you've been out, the sooner the next wave comes (never closer than 25 s apart) and the bigger it is (up to 6 on Restless). 12% of a wave are runners at first, more every minute after. A journey runs all of this at half speed, to fit its longer clock.

How each tier changes the waves
TierFirst waveGaps betweenSize
Calm45 s later30% longer-1 each, up to 5
RestlessStandardStandardup to 6
HotStandardStandard+1 each, up to 7

03Jobs

A run has a main job from what its map allows, a 30% chance of a side job, and the hunt when the brute is out. They're optional. Finish one and everyone who gets out afterwards gets its reward items on top of their haul; a job's items are always somewhere on the map.

The jobs and what they pay
JobWhat to doReward itemsXP
Recover the relief supply caseFind the relief supply case at the drop and carry it out.4Scavenging 40
Get a car battery into the warehouse generatorFind a car battery and hold E at the warehouse generator for 5 s. Every open exit then stays open, but it hums loudly for a minute.5Mechanics 60, Strength 20
Fire a flare from the radio mastFind a signal flare and hold E at the radio mast for 3 s. It calls a pickup of its own.5Fitness 30
Bring out 2 lab samplesFind 2 lab samples in clinics and industrial lots, and get out with them unbroken.4First Aid 40
Put down the bruteOnly when the brute is out: put it down.5Aiming 80

Each reward item is one draw on the reward table: a stack of ammunition, medicine, food or water, or duct tape, and sometimes a gold watch or a backpack. Hot adds 2 to every job.

04Going alone

A crew of one is still a crew: everything works the same, on every tier. Jobs cost a survivor alone more, so they pay 2 more reward items each when you go alone. The specials come with the crew, too: alone, a Restless run has a radioactive about one time in eight (12%); three or four together see one 45% of the time and two 15%. The brute turns up on 6% of Restless runs alone, 8% more for each crewmate.

05Which one to pick

New, or alone with a good kit? Calm. Learn the loop where nothing special is out. Your first run walks it through.
Know the loop? Restless. Up to 3 screamers, the odd radioactive and maybe the brute asleep.
A full crew, out for the brute? Hot. It's always in its lair, and every job pays 2 more reward items. See the brute.