Let him go (lose 30 food) or kill him (lose reputation, but gain fear). Optimal choice: Kill him publicly. Fear reduces the chance of other humans betraying you by 80%. Day 13: The Radio Tower You learn the military plans to napalm the city at dawn of Day 15.
Send the Smart Zombie to speak through the door. Promise safety. They will join your horde as non-infected food-gatherers. They forage for you without eating your supplies. Reward: +5 food per day passive income. Day 7: The Lab Your goal is to reach the old pharmaceutical lab for a mutagen. A Zombies Life Walkthrough
Follow this walkthrough, and by Day 15 you won’t just be surviving; you’ll be the reason humanity falls. Or rises, depending on which syringe you chose. Let him go (lose 30 food) or kill
Now go forth, decay, and conquer. Need help with a specific day not covered here? Check the comments below—the undead horde is always happy to help a fellow zombie. Day 13: The Radio Tower You learn the
You sail away. A lone zombie on a boat. The city burns behind you. Melancholy. Credits roll.
Eat the guard. Walkthrough: Click the guard once to initiate combat. Your one attack is “Bite.” After two bites, he turns. Congratulations—you now have a minion. Strategy: Search the guard’s post for a key. This unlocks the morgue later. Day 2: The Scientist A scientist is fiddling with a generator.
Introduction: Welcome to the Undead Apocalypse