Same waves for everyone today. Armory upgrades are switched off.
The outbreak took the cities in a single night. The power grid went next.
Past the jungle, one generator still runs: the last light for a hundred miles. Everything left out there is drawn to it. Survivors come looking for safety, and the dead come looking for the survivors.
You command what's left of the garrison, with your two gunners, Rosa and Dex. Every wall, turret and bullet has to be earned from the zombies you drop. Send scouts into the jungle to build forward bases. Fly the chopper out to rescue anyone still alive. And if you last long enough, an army engineer named Gus can tunnel you to a second base.
Hold the light until dawn, and the chopper flies everyone out.
You choose where to start on the New run screen. At wave 8, rescue Gus the engineer and he digs a tunnel to one of the other two. At wave 15 he can dig a second tunnel to the last one.
Stand on a pad to pour coins into it. Here's a build order that works:
Stuck? A red outline on a pad is the advisor's top pick for your next coins.
Gus can reach one more base. Pick it now: the tunnel stays open for the rest of the run. Zombies will attack both bases, so you switch between them between waves.
The next wave attacks the base you pick. Your other bases stay on alert and take lighter damage.
Your elite scouts can slip out between waves to build four forward bases. Each has 5 operations. Built bases send supply convoys back after every wave.
Short side rounds with their own rules. Scrap buys Armory upgrades, skins and next-run boosts. First clear pays 50% extra.
Scrap is earned at the end of every run, even a lost one.
Your run is saved at every wave break.