Quick answer
Use Training to learn controls, Solo to inspect maps without progression risk, and Beginner co-op before risking a developed Responder.
Confirmed for this version
Know the constraints before you commit
Official game imageOperational sequence
What to do in a live run
- 01Step 1
Finish the Tutorial once
Use the guided CRC training to learn inventory, objectives, melee and ranged handling before a public run asks your team to wait.
Official notesS1 - 02Step 2
Scout one route in Solo
Do not try to memorize every map at once. Pick one Objective map, identify a landmark for each major transition, then trace the exit direction without progression pressure.
Official notes + field adviceS1 - 03Step 3
Enter Beginner co-op with a simple job
Call out Supplies, infection symptoms and your intended exit. Staying readable to the squad is more useful than chasing every optional room on a first team run.
Field advice - 04Step 4
Brief 01
Pick the right first mode
Training teaches the interaction loop. Solo removes traditional progression and permadeath risk. Public co-op is where account rewards and Responder growth matter.
- Training: controls and basic systems.
- Solo: route practice with no progression stakes.
- Beginner: forgiving co-op with one-minute respawns.
Brief 02
Treat Supplies as a team objective
Supplies carried by the team feed final-extraction character XP and Credits. A teammate holding the bag changes the value of extraction for everyone.
Brief 03
Leave before a bad run becomes a lost Responder
Early extraction preserves the Responder and returns a small Credit share, but gives no character progression. Final extraction pays more; the correct choice depends on health, infection and difficulty.
Before commitment
Run checklist
- Finish Training before public matchmaking.
- Use Solo to learn one objective route and its exits.
- Keep stamina available for grapple defense.
- Call out Supplies, infection and extraction intent.
- Reassess the run before extraction is called.
Decision support
Situation → action
| Situation | Action | Why |
|---|---|---|
| First time with a system | Use Tutorial or Solo first | They separate learning from progression and character-loss pressure. |
| New to public co-op | Queue Beginner and communicate basics | Hints and timed respawns leave more room to learn the squad loop. |
| Infected or running out of recovery tools | Prioritize the safe exit over a detour | A long optional route can turn a recoverable run into a lost Responder. |
FAQ / practical answers
Questions players ask before the next run
Should I start in Tutorial, Solo, or Beginner?
Start with the Tutorial for controls and systems, use Solo to recognize route landmarks, then use Beginner co-op for your first live team runs.
Does Beginner remove permadeath?
No. It offers timed respawns and lower effective zombie health, but the official rules still describe permadeath around pre-respawn team wipes and deaths after extraction is called.
Do I need to carry Supplies myself for them to matter?
No. Final extraction uses Supplies carried by the team, so protecting a teammate with the haul is also protecting the squad’s reward.
Which weapon is best for a first run?
There is no official universal “best” weapon. Choose a weapon whose timing you can control, keep an exit lane, and use the weapon comparison when you need current verified melee values.
When should a new player take early extraction?
Take it when health, infection, stamina or team cohesion makes the remaining route unreliable. It preserves the Responder, but it is not the path to character progression.
Updated for the version shown above. Open the sources panel for the related game notes.