Your first five minutes
Build a car that moves — frame, wheels, and a working seat. A car that cannot drive cannot survive, so confirm movement before spending on weapons.
Get the car moving, buy cheap rapid damage first, add one defensive piece before wave 10, and reinvest every payout into more damage.
Frame, wheels, seat — test it. Movement comes before weapons because the wave run depends on it.
Use your starting damage to clear the first waves; every kill pays cash toward your first real weapon.
Spend your first cash on the lowest-cost rapid weapon rather than a big single purchase.
A survivability piece keeps income flowing when the wave difficulty steps up.
Pour payouts back into damage, then push one wave band further each session.
Build a car that moves — frame, wheels, and a working seat. A car that cannot drive cannot survive, so confirm movement before spending on weapons.
Buy the cheapest rapid weapon as soon as cash allows. Early zombie kills are your income, and rapid damage pays for itself faster than any expensive purchase.
Before the wave difficulty steps up, add one survivability piece. A run that ends early earns less than a run you can repeat comfortably.
Re-check wheels and seat placement before buying anything — an immobile car wastes the whole session.
Your damage is too low for the current wave: farm one band lower, upgrade, then return.
Maximize kills per run — coverage beats risk. The cash farming guide has the full loop.
Buying weapons before testing the car wastes the first cash you earn.
Cheap rapid damage scales faster in the first ten waves than a single costly purchase.
Pure damage builds stall the moment waves thicken — one survivability piece protects your income.
Back to the full guide library.
The complete first-session walkthrough.
Compare loadout roles before spending cash.
Check reported codes before a long session.