Core
Click Play, then click the game view to lock mouse look. If the mouse is not locked yet, use Left/Right/Up/Down to turn and look up or down. W/A/S/D moves, E interacts, and Tab pauses or resumes the run menu where Look Sensitivity can be tuned.
Press any key while Settings is open to check the current assignment.
Graphics: Balanced | Difficulty: Normal | Look: 100% | Audio Cues: Full | Rumble: On 100% | Boss Warning: 100% | Keys Default
Click Play, then click the game view to lock mouse look. If the mouse is not locked yet, use Left/Right/Up/Down to turn and look up or down. W/A/S/D moves, E interacts, and Tab pauses or resumes the run menu where Look Sensitivity can be tuned.
Press 1 for pistol with 30 shots. Press 2 for unlimited shotgun. Collect wings to unlock 3 for bow shots while gliding. Collect the rifle to unlock 4, then grab 5.56 boxes for rifle ammo. Pistol, rifle, and shotgun rounds now pop with small explosive impacts on enemies, ground, and cover.
Press F to throw grenades, X to throw flashbangs that stun nearby zombies, and M to drop land mines behind you. Mines arm after a short delay and detonate when zombies step close. Field crates labeled FRAG, FLASH, and MINE restock tactical gear up to 12 each.
Press C to spend one banked strike. One charge is added every 30 seconds, up to 50.
Press G to spend one banked ghost sweep. Charges build every 30 seconds, up to 50.
Press Z once per wave for a board-leveling blast. It is a huge visual event and does not end the wave.
Press E near a building to duck inside. Press E again to reach the roof by the stairwell hatch, loot the first-visit ammo cache, and watch the ROOF meter for pounding pressure or a breach before you jump back down.
Press E near the car, tank, or lit helicopter pad to mount. Helicopter flight uses W/S throttle, A/D steer, Space climb, and Shift or Ctrl descend. The first mount toast reminds pilots to click for mouse look or use look keys. The FLIGHT HUD card shows speed, climb or descent, exit clearance, mouse or keyboard look, and bank direction; EXIT+ means meters still too high to leave, while E EXIT means safe. The landing guide under the helicopter switches from DESCEND to E EXIT when the aircraft is low enough to leave safely, and the FLIGHT HUD pulses with a soft cue through the final 10 meters. Safe dismounts kick up touchdown dust, skid flecks, a brief camera jolt, a low touchdown thump, a soft rotor spin-down, lingering dust, and a ground ring so landing reads at a glance. The cyan aim beam and ground reticle show where the helicopter minigun will rake; left click or V fires mounted weapons, and R spends stocked rocket pods at the amber twin impact circles with pod exhaust flares, a DOUBLE IMPACT cue when both pods land together, cockpit lamp flutter, rocket-frame shake, rocket HUD fire and rearm flashes, READY strike flashes, a COMBO x countdown and Chain score bonus for chaining hit volleys, distance-aware impact rumbles, dust-ring debris kicks, pressure-wave dust strips, facade spark bursts, and nearby building or parked-vehicle rattles. Pods slowly rearm with cockpit lamps showing ready pods. If Threat below pulses, climb or strafe away from the crowd; low-hover threats now rattle the cockpit and kick small underside sparks. Land low before exiting.
Collect three supply crates, then reach the green runway beacon to complete the run.
CLEAN EXTRACT no continues before evacuation. SUPPLY SWEEP all crates recovered. NEW BEST record score. BOSS FINISH weak-window boss takedown. ROCKET COMBO chained helicopter rocket volleys. ROCKET RUN helicopter rockets hit. EXPLOSIVE LEAD explosive rounds stayed on target.
Collect blue radio crates to recruit soldiers. Press T for follow/hold; squad fire and close zombie threats use the Audio Cues setting after unlock.
Use Settings before play to pick Difficulty, lower Graphics on slower PCs, or switch Audio Cues to Soft or Visual Only. The FPS HUD warns early and trims background effects during stutters.
0 zombies down
Moment badges explain what made this run stand out.
Formula: (K 0 + S 0 + W 0 + C 0 + EX 0) x1.00 = 0
Debrief: Score source pending.
Recommended loadout: Balance rifle, tactical gear, and extraction tools.
JZR 3D | NORMAL x1.00 | SCORE 0 | K 0 | S 0/3 | W 1 | C 0x | CONT 0
TEST: fairness, controls, performance, bugs, fun moments.
HANDOFF COMPLETE | 0 unsent / 0 stale
LAST HANDOFF --
Copy unsent, post the bundle, then mark sent for a handoff complete cue.