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All Races Guide

From All Out Hell Wiki

Penguinpyro's Guide to All Out Hell

This guide will assume that you are at minimum familiar with Urban Dead, specifically the PKer/Zombie lifestyle (AKA the objectively correct way to play). It is intended for both beginners and intermediate players. All recommendations are based on my experience and preferences starting as a zombie/vampire and then PKer.

With the rapid pace of development, I will do my best to keep this guide updated with new features and balance changes, but there may be recent changes not yet reflected.

Up to date as of July 3, 2025.

Starting Class

Like in UD, starting class only affects which skill you start with. All players with maxed out skills have the same innate abilities.

  • Human: Humans have the roughest start to the game. The most complexity, the worst starting damage and a reliance on consumables and other humans to stay alive and healthy.
    • I do not recommend starting as a human. Instead, I recommend starting as a zombie, getting some XP and then buying some essential human skills all at once (more on this later).
    • If you insist on starting human anyways, Vagrant is the least bad choice because it can better acquire essential items and is able to quickly purchase the hiding skill.
  • Zombie: Zombies have the simplest and easiest to maintain playstyle. Wander around and eat things. Find a local zombie and be eaten by them. As a bonus, they are immune to the infected, bleeding and hemorrhaging status conditions.
    • I most recommend zombie for starting players, even those who want to go vampire or human. It is a useful set of skills to fall back on. *Every* player will be spending a decent chunk of time as a zombie, voluntarily or not, so might as well make something of it.
    • If you start as zombie, I recommend the Fresh Corpse for its ability to quickly purchase the hiding skill. Your starting damage as a zombie will still be acceptable without combat skills.
  • Vampire: Vampires are the high risk, high reward choice. They can put out excellent damage but are also easy to kill in most situations.
    • I recommend vampire for players who are confident, aggressive and don’t mind major setbacks (being revived or zombified).
    • If you start vampire, I recommend Beast for starting damage boosts and to quickly springboard to Rafter Hang (hiding skill).

I will be assuming you start as zombie or vampire. I have never started human and I would not recommend it.

Essential Profile Settings

  • Go to the "my profile" tab, and do the following:
    • Check "Keep items that are unusable by your current race:". This is very, very important. Some buildings drop race-exclusive items that are very helpful but may be excluded by your current condition. It sucks to remove items that you will likely find useful later. Yes, that's right, you can search (and craft) as a zombie or vampire.
    • Also, change your descriptions of each race to ask for a revive, zombification or vampirization, depending on which you want to focus on first. Remember to update this later as your preferences may change or you may temporarily want to change race to adapt to your current situation.

Your First Day

As a noob, you're not quite ready to go looking for PvP trouble yet. You'll want to find a suitable NPC opponent.

  • Important: you will *not* get XP for attacking your own race.
  • AP regenerates at the rate of 6 every 15 minutes and can reach up to 5 over the indicated cap. So you can reasonably expect to fill up in 2.5 hours as a zombie/vampire and 3.5 as a human.
  • The best early game opponents are:
    • Creatures: Squirrel or raccoon are safe choices.
    • Humans: Homeless man, Leviathan Security Recruit, Leviathan Security Scout
    • Starving vampire (unless you are also a vampire).

Keep items you find, they may be useful later, especially filthy underwear and ears of corn.

  • AVOID ATTACKING ZOMBIES IN THE EARLY GAME, either player or NPC. They will give you a nasty infection that will zombify you (as a vampire or human), or give no XP (as a zombie). You can handle them after you get a stock of healing items.
  • If you see "a human", "a vampire" or "a zombie" in your square without elaboration, they are a player that you do not recognize.
    • You can find their identity by interacting with them in some way and then clicking their generic name (in bold) to open their profile.
    • If their name is in blue, that means their group is friendly to yours. Consult your group for your policy on murdering allies (hint: It’s probably no)
    • If their name is not in blue, you are probably safe to kill them but remember you do not get XP for killing your own race.
      • This is generally called "Tking", or "team killing". “PKing”, or player killing, is the term specific to killing a human as a human. Analogously, “ZKing”, is killing a zombie as a zombie and “VKing” is killing a vampire as a vampire.
        • If you are a vampire or human, you may wish to TK an enemy for self-defense anyways.
        • If you are a zombie on the other hand, the only reason to TK another zombie is to annoy them or regain HP from Grim Feast/Corpse Feeding.
  • Aim to buy a hiding skill (Hiding/Drop Dead/Rafter Hang) ASAP.
  • As for suburbs, I recommend sticking to Rockwell, Beachwood, Glimmer and Mulston, as they have the most NPCs. Elgin, Roja and Fairview tend to have fewer and more difficult NPCs.
  • If you are searching things as an undead, you will find the most from ruined buildings. "Usable" buildings are only useful for humans.

Movement and Cades

General Movement

  • Click on a building to move into it.
  • Some building interiors and empty tiles have entrances into another area.
  • Anyone trapped by fences on all four sides can escape to a random adjacent tile for 5 AP.
  • You can only exit by moving directly outside, there is no moving to an outdoors tile directly from a building interior.

Zombie/Vampire movement

  • Zombies and vampires can wiggle out of heavy or lower barricades for 5 AP or EHB or higher barricades for 10 AP.

Human movement

  • Climb through light and normal barricades for 1 AP. Humans can climb into heavy barricades for 10 AP, or for 1 AP if there are 5+ non-hostile, unhidden humans inside. They can climb into EHB barricades for 10 AP only if there are 5+ non-hostile, unhidden humans inside.
  • Climb out of heavy or lower barricades for 1 AP, EHB or higher barricades for 5AP, or EHB or higher barricades for 1 AP if there are 5+ non-hostile unhidden humans inside.
  • You can't climb barricades or free run into a building if there are 5+ unhidden humans inside and at least 2 are hostile (have you as a group or personal contact enemy). You must take down the cades to enter from outside (and kill everyone inside).
  • Rooftop run AKA Free running will *completely* prevent you from moving if the destination building is “very poor repair” or worse.

Fast Transit

If you want to move between suburbs faster than on foot, there are two ways to do so:

  • Subway stations allow you to move between adjacent suburbs for 2 AP. Sometimes the subway stations may be barricaded, fenced off or on fire however, so this is not always reliable.
  • The sewer system. It is not as efficient as the subway, as suburbs are about 4-6 AP between each other in the sewers. But this will still save AP and is far harder to interfere with. See the sewers section on "Major Special Areas" for the locations of sewer exits.

Recommended Skill Order

  • I recommend starting with zombie, then committing to either vampire or human, using zombie as your fallback.
  • Skills get more expensive with each skill purchased, so it's important to prioritize. Do not get skills you don't expect to use much
  • Descriptions of all skills: Skills

Zombie Skills

  • Intellect > Drop Dead.
    • Basic self-defense. Saves you so much AP on getting killed or combat revived.
  • Gnawing bite > Grim Feast > Jagged Teeth > Hunger Pain> Snap Attack > Corpse Feeding
    • The bite skills are superior to the claw skills because they help maintain your health.
  • Smell Blood > Identify Life
    • Now you're starting to get ready for PvP.
  • Biohazard > Meat Seeking > Strength in Numbers
    • Improve your damage. Yes, NPCs take damage from infection and you get XP if anything dies from it.
  • Solid Grip > Flailing Battery > Pulverize > Dine Out > Decimate
    • Helps you tear down barricades easily and better find items by decimating. You'll want a good melee weapon (see later section) to take advantage of Solid Grip.
  • Rending Hands > Piercing Talons > Evisceration > Rend Flesh
    • The claw tree is inferior to the bite tree (unless attacking radios/generators), but Rend Flesh is a solid boost that applies to both attacks, and the sole reason you want the other claw skills. I recommend branching out to another class after getting these.
  • Infectious Spew > Infectious Splatter > Clot > Cellular Degeneration > Adrenaline Boost > Eerie Moan > Rotten Precision
    • Situational skills.
  • Do NOT buy Smell Rot. It is currently useless and clutters up your screen a lot.

Vampire Skills

  • Supernatural Strength > Rafter Hang
    • Basic self-defense and attack. Saves you AP on getting killed or combat revived.
  • Fanged Bite > Powerful Jaws > Plasma Feeding > Bloodthirst
    • Bites do amazing damage and plasma feeding is critical to keeping your health up. Claws still do more damage, so use those if you're fighting things you can't feed on (zombies, machines) or you're at high HP.
    • Note that Bloodthirst does not count other vampires
  • Sharpened Senses > Supernatural Senses > Discerning Palette > Night Vision
    • Get ready for PvP. Supernatural senses is the main selling point of the vampire class. Use it constantly.
  • Precise Claws > Defile > Raze > Honed Claws
    • Lets you break down cades to best kill harmanz
  • Sudden Lunge > Blood Letting
    • Improve your damage
  • Hooked Fangs > Vampiric Infection > Cursed Blood > Unnatural Darkness > Inhuman durability
    • Improve your defenses. If you want to branch out to another class instead of filling out vampire, I recommend stopping at Hooked Fangs.
  • Energy Perception, Track Prey, Silent Whisper
    • Situational utility.

Human Skills

  • I recommend purchasing a lot of human skills (at least up to craftsmanship in this list), and only once you have looted appropriate items, including guns. Buy order is a lot looser than vampire or zombie. Once you have rooftop run, it's totally up to you, but this is the order I recommend for a PvP-oriented character.
  • Scavenging > Hiding > Rooftop Run
    • Essential to not have a guaranteed death
  • Melee > Blunt > Advanced blunt
    • Supports Flailing Battery as a zombie (as your best anti-cade weapons will be blunt) and as a human doesn’t need AP invested in ammunition while still doing excellent damage.
  • Carpentry > Craftsmanship
    • Craftsmanship allows you gear up better, including zombie-usable equipment
  • First Aid > Hand to hand > Defensive Posture
    • Improved defenses.
  • Ballistics > Fast Hands > Dead Shot > Small Arms/Assault > Advanced Small Arms/Assault
    • Shotguns hit harder than melee but need more AP and skill investment. (Other ranged weapons are mostly useful for electric fences and avoiding infectious splatter). Dead shot applies to melee weapons too.
  • Blade > Advanced Blade > Power tool Expertise
    • Mostly useful to take advantage of the chainsaw sword
  • Rapid Reinforcement > Demolition > Vandalism > Lab Studies > Analysis > Structural Assessment > Graphology
    • Situational.
  • Brawling > Martial Arts
    • Extremely situational, inflicting Rotting with the Tendril Hands are the only reason you’d want to punch anything.

Dying and Recovery

  • If you lack a hiding skill or were unlucky, you died. This happens a lot. AOH is extremely lethal, so if you are found, you will almost certainly be killed. And it's quite easy to be found in more active areas of the game. Fortunately, AP regenerates very quickly, so the 10 AP cost to stand up is minimal, not even 30 minutes' worth of AP. Just stand up and go on with your day.
    • If the attack was within the last hour and your opponent had several minute breaks between attacks, they may have been low on AP and unable to flee far. It may or may not be worth looking around for them nearby.

Your race might change against your will.

  • If you want to be human again, your dead body (meaning, at 0 HP) must be revived. You can be revived by players or by an NPC:
    • There are active revive points at Angus Street (Mulston), Redemption Parking (Elgin), or the Zoo Aquarium (Glimmer). Standing in front of or inside a (non-destroyed) helix building will also get the job done. A player will come along, kill you and revive you.
    • You can also ask on Discord or other metagame communications for a revive. You don't even have to stand up as a zombie/vampire to do this, just report your location and your dead body can be directly jabbed.
    • Dying in front of a helix researcher (common), RB-01 (rare) Deranged surgeon (rare) NPC will cause them to revive your corpse soon.
      • You can use a weapon that deals 0 damage, such as the Fire Extinguisher, to provoke these NPCs into attacking you without risking killing them.
      • If there is another NPC or an electric fence in the same square, getting killed by it is still good. As long as you're dead in front of the reviving NPC, it doesn't matter what killed you.
  • If you want to be a zombie again, this is very easy and part of the reason I recommend starting zombie.
    • Going from vampire to zombie requires dying with the Infected condition. Simply swing at the nearest zombie NPC and repeat until you stand up as a zombie.
    • Going from human to zombie requires any kind of death. Pick a fight with a strong NPC or attack an electric fence. You can also jump from tall buildings, but this isn't significantly faster.
    • The cellular degeneration skill will allow you to optionally stand as a zombie for 5 more AP despite being revived, for 15 AP total. I would not consider this a priority to get because death is so rare with drop dead and getting zombified is so easy.
  • If you want to be a vampire again, get killed by any vampire NPC or by a player with Vampire Infection using their fangs.
    • This works even if you are infected as a human, as long as a vampire gets the killing blow.
    • You can die to vampire animals in the zoo, vampire metalheads around Fairview, darkness dwellers in the sewers, vampire shades in the underground mall, vampire soldiers in/outside the fort or bloodletters found anywhere.
      • Starving vampires are too weak, don't expect them to kill you.
    • You can also ask your group members to bite you.
    • With the cursed blood skill, you can resist a revive for 5 more AP in the same way as zombies' cellular degeneration. It's more useful as a vampire because turning back into a vampire takes more effort.
  • If any of these require being killed by an NPC or player, consider temporarily taking off your armor to make it easier.

Healing and Status Conditions

Zombie Healing

  • the best way to keep health high is to acquire the Grim Feast and Corpse Feeding Skills and bite bite bite, eat eat eat. If you avoid fighting the strongest NPCs, you can keep near full HP indefinitely. Dying is barely an inconvenience though, so don't worry if it happens.
  • Common zombie healing items:
    • Human hearts will cure cell corruption, bleeding and hemorrhaging. Found in hospitals and may drop from human NPCs.
    • Livers will cure poisoned, found in cemeteries and morgues.
    • Rotted meat will cure bleeding and cell corruption. Found in restaurants and rarely in supermarkets.
    • Brains will cure cell corruption. Found in cemetaries and funeral homes.
    • Maladictus vials will cure cell corruption, infection, poison. Found in Helix Buildings.

Vampire Healing

  • Bite suitable humans and creatures with plasma feeding.
  • If infected you have two choices to get rid of it:
    • Bite an uninfected human (creatures won’t uninfect you).
    • Eat a blood bag. These are best found in Blood Drives, but can also be found in Pharmacies and Hospitals. Have at least a few on hand at all times in case you can't find a human to bite.
  • To prevent infections:
    • Always claw, not bite any human players found outside
    • Do not attack zombies unless you have an infection cure ready, and if you do attack them, clawing will only get you infectious splatter some of the time, whereas biting will both usually fail to restore HP and guarantee an infection.
    • Maintain over 25 HP at all times or you will be found by zombies through Smell Blood.
  • Common healing items:
    • Blood bags will cure infection, bleeding, hemorrhaging. Found in blood drives and hospitals.
    • Charcoal blood bags will cure poison. Found in blood drives.
    • Human hearts will cure cell corruption, bleeding and hemorrhaging. Found in hospitals and may drop from human NPCs.
    • Maladictus vials will cure cell corruption, infection, poison. Found in Helix Buildings.

Human Healing

  • The best way to heal is eating ears of corn, canned vegetables, oranges or other food that grants Lesser Rejuvenation, which will gradually heal you about 22 HP in total.
  • Use healing items is the next best option. It's best if you have first aid.
  • Common healing items:
  • Unless otherwise noted, these healing items are found in hospitals and can be also crafted in hospitals with a pharmacist’s kit while human (though this is less efficient than searching except in the case of suture kits). Some may also be found in pharmacies and other buildings.
    • Medkits cure infection, poison, cell corruption, has chance to cure bleeding
    • Surgical kits are similar to medkits but heal more, only found by crafting in hospitals with pharmacist’s kit (components are 1 medkit, 1 antiviral, 1 bandages)
    • Activated charcoal cures poison, only by crafting in hospitals with pharmacist’s kit
    • Antivirals cure infection.
    • Bandages cure bleeding, can be found in hospitals or crafted with 2x rags (rags can be crafted through filthy underwear + serrated army knife found in nixon’s fixins).
    • Suture kits will cure bleeding and hemorrhaging
  • Don't expect other players to heal you. If you can be seen, you can be killed.
  • Make sure you have at least 25 HP to avoid zombie Smell Blood. You don't need more than that if you're not fighting though.

NPCs

  • Consult the NPC wiki page for the gist of what they are like: NPCs. It is both outdated and incomplete though- a lot of the stronger NPCs have had their health buffed since then.
  • Players aren't as easy to find as NPCs, but if not logged-in, they won’t fight back (infectious splatter aside), so they can still be good XP if you are good at finding them.

NPC Behavior

  • NPCs with names in green will not attack you and you will usually not get experience for fighting them anyways.
    • If you attack them, they will become hostile and remember it even after you die.
  • NPCs with names in black cannot be interacted with.
  • If it can be helped, time your actions to avoid being in front of NPCs on the NPC tick (every 15 minutes, NPCs move, emote, attack or interact with a building), because they will get a free attack on you, which could kill you if it happens to be a strong boss or a crowd of NPCs.
  • Construction workers will repair barricades and buildings, zombie and vampire NPCs will damage buildings and barricades, and firefighters will fight fires.

Fighting NPCs

  • Machines, bosses or anything that says [dangerous] are usually difficult to fight.
    • Machines are immune to ALL status effects, creatures are immune to terrified, zombies are obviously already infected.
  • Zombie NPCs are likely to infect you upon hitting you or upon landing a successful melee attack above 5 damage on them. Plan accordingly.
  • A zombie or vampire player with all offensive and defensive skills can easily kill most NPCs, only needing to beware machines and bosses.
    • Zombies can use Infectious Spew to infect multiple creatures/people/vampires without retaliation damage, and will receive XP if they die of infection. If there are more than three such NPCs you don't care to kill the normal way in the same tile, consider spewing them.
  • Humans are good at fighting tougher enemies, especially machines, with a stockpile of healing items, whereas zombie/vampire healing on bite either won’t work or can’t keep up with enemy damage.
    • However, humans are inefficient against weaker enemies because zombie/vampire healing on bite doesn’t require AP to search and use healing items.
      • Thus, even if you intend to stay mostly human, I recommend fighting weaker NPCs, especially humans, as a zombie or vampire.
      • Also, the leviathan helicopter and drone are flying enemies, so they can only be attacked with ranged weapons.
  • Fighting bosses requires a lot of patience or a lot of groupmates working together (strength in numbers for zombies is fantastic). For bulky, non-Machine enemies, inflicting damage over time effects (particularly hemorrhage, cell corruption and infection as these last indefinitely) then using a weapon that inflicts terrified (on humans), infatuated or electrified can be useful to help trigger the damage over time.
  • Helix researchers and everything in the Strange Hole can inflict Cell Corruption, so don’t fight them if you’re not ready for that yet.

Inventory management

Before we get into items, there are ways to keep things manageable if your inventory is overflowing.

  • Personal storage, accessible at any bank, holds 150 items.
  • Group storage, accessible at any building with "storage" in the name, holds 150 items. Feel free to take stuff you need out, that's what it's there for.
  • Containers can be used to extend your inventory, allowing you to open them and put items and retrieve them. I recommend getting containers ASAP. Keep in mind that melee/thrown weapons in particular don't fit in most containers, so try not to have too many on hand at any one time.
  • Burning useless items to fuel fires is a good way to use them up (see the section on arson). But be sure to check crafting recipes or the wiki to make sure it's not part of something you actually want.
  • You can also temporarily store clothing on your person if you don’t already have something else in that slot.
  • Moving the bottom most item down or the topmost item up in your inventory will move it to the opposite end of your inventory.

Searching

  • All races by default benefit from light when searching items. If the power relay is off while you are searching, consider turning it on or moving to a suburb where the lights are on. The only exception is vampires with Night Vision, who do not care if the lights are off.
  • Humans benefit from searching in more intact buildings.
    • If a building is damaged and you can't find an alternative intact source of the item you want, it may be worth repairing the building in order to search it.
    • Can of soda (found in supermarkets and gas stations) and similar food items that give Lesser Intuition are a useful item that improves your searching slightly, although the boost is so tiny it's not worth going out of your way to get them.
  • Zombies and vampires benefit from searching more damaged buildings.
    • Zombies will want to decimate a building to ‘total disaster” to maximize search rates if you are after an item.
    • Vampires can only do a little bit of building damage at best with Raze. If you really have to ruin a building as a vampire, consider arson, although it may be the better part of a day before the fire burns out enough to allow searching.

Early Equipment

Back slot containers

You can hold one.

  • Backpack- Found in subways, schools or on dead rioters. Holds most items. Easy to obtain but can't be upgraded. Good to hold you over until you can get the rucksack.
  • Military Rucksack- Found in Nixon's Fixins, an army surplus store in Roja. Equivalent to the backpack but can be upgraded. Recommended.
  • Camping bag- Equivalent to the Nomad Mk 1 (same item selection as backpack, but holds 15 instead of 10 items). Found in outdoors stores. Not recommended.
  • Paramedic Crash Bag- Found in fire stations, only holds healing items. Not recommended.
  • Guitar Case- holds only weapons, found in music stores. Not recommended.

Hip slot containers

You can hold a total of three:

  • Organ Cooler- Found in Spicy Bones Morgue. Holds only zombie/vampire food items. At least one, maybe two is recommended for anyone who regularly plays zombie or vampire.
  • Helix Case. Found in Helix Buildings. Holds only DNA sequencers, injectors, revive serums.
  • Weapon Harness. Looted from dead soldier, leviathan bruiser or leviathan grunt NPCs. Holds only ranged weapons.
  • Beach Bag- Found in the beachwear shop in Rockwell. Holds 50 (!) clothing or armor items. A must have for the aspiring arsonist.
  • Toolbox- Found in gas stations, auto repairs, and work sites. Holds 3x tools (smaller hardware store items). Useful for crafting-oriented humans.

Armor

  • Armor is mostly useful in this game for fighting NPCs. It may slow down an enemy player a little, but likely won't save you. I wouldn't worry too much about getting the best armor at the beginning of the game, it's a lower priority.
  • If an armor is not mentioned here, it is likely either a weak common drop *or* a powerful event item that is usually not available. We will only be discussing readily available, decent armors here in descending order of average protection.
  • There are only three slots for armor- all other clothing is cosmetic. There are also cosmetic items that compete for the same slots with the armor, but you probably don't want those.
  • Thanks to 0siris for calculating average armor protection!

Body armor

The most important kind of armor, with the most coverage and best protection.

  • Leviathan Plate Armor- looted from Leviathan shock troopers.
  • Military armor- looted from soldier NPCs in the fort.
  • Riot armor- found in police departments.
  • Medieval armor- found in Ye Olde Weapons Shop, in Beachwood.

Helmet armor

Less important than body armor, more important than neck armor.

  • Corpse helmet- upgrade to the army helmet, crafting components are the army helmet + 6 scrap metal (found in parking lots or craft television from electronics/video store & pliers from hardware store) and 1 severed head (found in spicy bones morgue)
  • Army helmet- found in Nixon's Fixin's or looted from soldier NPCs in the fort.
  • Medieval helmet- found in Ye Olde Weapons Shop, in Beachwood.
  • Riot helmet- found in police departments or looted from Leviathan NPCs.

Neck armor

The least important armor slot.

  • Puzzle Necklace- Found in cosplay shops.
  • Neck Brace- found in hospitals.

Weapons

  • Weapons are not equipped, they must be in your inventory (and not a container). I recommend ordering your weapons so that your best weapons are on top in case you run into a real time fight. Again, this lists recommended weapons that are available early on.
  • Also, as a rule of thumb, you have to be human to craft human-only weapons, and some can only be crafted in certain buildings and/or with the Craftsmanship skill!

Melee Weapons

These are also useful as zombies if you have solid grip (against barricades) and flailing grasp + human melee skills (against characters). They are also useful as humans, although you will be vulnerable to infectious splatter. Much less useful as a vampire.

  • Battle axe- blade weapon, found in Ye Olde Weapons Shop. The best immediately obtainable for a zombie.
  • Medieval mace- blunt weapon, found in the same shop. Almost as good as the battle axe.
  • Chainsaw/K10 Rescue Saw- blade weapon, found in hardware stores/fire stations, respectively. Hits harder than battle axe, but comes with many caveats. Only usable by survivors and requires fuel cans as ammo. Fast Hands and Power Tool Expertise are strongly recommended before using.
  • Tombstone- blunt weapon. Looted in cemetaries. Inaccurate against characters, but effective against barricades.
  • Fire extinguisher- does no damage, but inflicts chilled, which prevents movement. Good for preventing live-combat enemies from running and preventing NPCs you want to kill from wandering off. Also can put out fires when you're a human. Found in fire stations, gas stations, banks.

Ranged Weapons

These are only usable (and craftable) as humans. Ammunition is usually found and/or crafted in the same place as the corresponding, unless noted. It is strongly recommended you have Fast hands before using any firearm!

  • Assault rifle- assault weapon. Drops from leviathan NPCs, soldier NPCs or looted from gun stores. Not the best damage, but very efficient per clip.
    • LS assault rifle- upgraded assault rifle, crafted in a gun store as a human with an assault rifle and a laser sight (found in gun stores).
  • Shotgun-small arms. Found in gun stores and police stations. Superior damage per action, but less efficient.
    • Sawn-off shotgun- upgraded shotgun, crafted in a gun store with a saw (hardware store) + shotgun.
  • Maroney's Elephant Gun- Assault weapon. The best damage per hit of any readily available firearm, but very inefficient to get ammunition for. Found only in the gun store in the underground mall.
  • Hunting Rifle- assault weapon. Found in gun stores. Similar damage profile to the assault rifle, not as efficient per clip.
    • Lever Action Rifle- Found in Rootin’ Tootin’ Bar. Similar to hunting rifle, but holds an additional round in the clip.
  • Light gun- Small arms. Looted in the Grime City Space Museum. Good damage, uses batteries as ammo, which can be found in electronics stores.
  • Pistol- small arms. Found in gun stores, detective agencies and police stations. Not worth using in combat because of its low damage (weaker than the best melee weapons!), but can be used to safely destroy electric or barbed wire fences without retaliation damage.

Throwing Weapons

Consumable weapons that don't seem to use any weapon skill and can be used while undead. Instead their accuracy seems to be based on your current HP.

  • Molotov Cocktail: Looted on rioters or crafted from beers + rags with a lighter (lighter is not consumed). Not worth crafting or specifically looting, but if you have one, use it on an NPC durable enough to justify its additional burning damage.
  • Grenade: Looted from soldiers or crafted from explosive components found in some gun shops. Might be worth saving if you're ever going for the grenade launcher, otherwise, use it on something that justifies its damage.

Gadgets

Gadgets are also not equipped (save for the wristwatch), they must be in your inventory to do something. You only need one of each.

  • Walkie Talkie- Allows participation in group chat and radio chat. To retune, you need to go to "my profile" and change the frequency there. You start with one, but if you need to replace it, they are found in fire stations and police stations. Recommended.
  • Wristwatch- Shows you the current time when worn. Found in electronics stores. Recommended.
  • GPS Unit- Shows your current GPS coordinates and allows group members with the right group permissions to know your current position. Found in electronics stores. Optional.
  • Cell Phone- Allows you to send private messages to your friend contacts who also have cell phones, and receive messages from said friends. Found in electronics stores. Optional.
  • City Map- Enables the "city map" link next to the title of your current location, which opens a link to corresponding region's page on the wiki. You start with one, otherwise they are found in hotels and post offices. Recommended while playing on mobile or when you start out, optional otherwise.
  • Injector- Used to revive people, loaded with revive serums, requires Lab Studies skill. Found in Helix Buildings. Optional. If you have one, keep it in a helix case or other container when not in use to avoid accidentally reviving someone.

Reusable crafting components

Many recipes require but do not consume these items. You’ll want some of these in your personal storage.

  • Pliers, saw, hammer, scissors, soldering gun- found in hardware stores. Used to craft various components and weaponry. Recommended for everyone.
  • Reloading kit- found in gun stores. Used to craft ammunition. Recommended only for PKers who prefer guns, to craft assault rifle and shotgun rounds.
  • Pharmacist's kit- found in hospitals. Used to craft human healing items. Recommended only for humans who want to use surgical kits in real time combat.
  • Serrated army knife- found in army surplus and rarely, in the fort armory. Used to craft components. Optional.
  • Hollowed Out skull- Found in cemeteries, used to craft zombie buff items. Optional.
  • Blood Potions Kit- Found in Helix buildings, morgues, blood banks, used to craft vampire buff items. Optional.
  • Wok, Frying pan- Found in restaurants, used to craft human buff items. Not recommended.
  • DNA sequencer- found in Helix buildings, used to craft revive serums. Not recommended.
  • Metal mixing bowl- Found in Green Man Health, used to craft alcohol items usable by all races. Not recommended.

What to Put in Group Storage

Suggestions for good things to put in group storage to help new teammates, if you can spare them.

  • Good weapons and their ammunition (except pistols)
  • Good armor
  • Container equipment
  • 1 stack each of GPS Units, Wristwatches, cell phones
  • Commonly used crafting components
  • Food and healing items
    • Especially those that cure infection or bleeding
  • Revive serums
  • Spare tarot cards

What to Avoid in Group Storage

Things that will clutter group storage. Keep it in your bank.

  • Weak or joke weapons (except extinguishers)
  • Clothes and weak armor
  • Crafting components of questionable use
  • Items with no known use
  • Items with very niche uses
  • Pharmacist Kit, Reloading Kit, DNA sequencer- these are effortless to obtain and anyone only needs one ever
  • Too many duplicates of equipment or equipment slots (it's okay to spam consumables)

Infrastructure

All structures can only be installed by humans.

Fences

  • There are several types of fence that restrict outdoors movement. Attacking them works similarly to barricades. They do nothing to stop rooftop running, however.
  • As mentioned before, if you are fenced in on all sides, you can escape to a random tile for 5 AP.
  • Fence hit rates only care about your raw damage, similar to barricades.

Types of fence:

  • Chain link fence, wooden fence- has a fair bit of HP.
  • Barbed wire fence- deals a bit of damage (2-3) upon making a melee attack on it.
  • Electric fence- deals a lot of damage (7-10) upon making a melee attack on it. Good for softening yourself up for a revive, however.
    • As a human, guns are a safe way to destroy electric fences.
  • Concrete fence- has a lot of HP, but takes way more AP to create.

Generators

  • Installed indoors for 5 AP, it takes 4 successful hits to destroy. It can hold up to 4 gas cans' worth of fuel at a time.
  • Found in Hardware Stores.
  • Unlike fences or barricades hit rates, generators use your hit rate vs characters, not your raw damage.
  • When fueled, a generator provides light independently of the power relay.
  • When fueled and destroyed, a generator explodes and start fires, with the damage dealt by the explosion and the intensity of the fire increasing with the amount of fuel inside (2-3 damage at 1 fuel, up to 19 damage at max fuel).
    • Doing this with a single fuel can is a decent way to start arson.

Televisions

  • Installed indoors for 5 AP, it can only take 1 hit.
  • Found in Video Stores and Electronics Stores.
  • Installed and powered televisions show a message based on the local TV station. You can use a digital camera in the TV station to alter the message.
  • Powered televisions also start small fires when destroyed.
    • This is a safer, faster way to start arson than generators.

Traps

These deal damage and/or apply a negative status effect when a hostile steps inside the building. Mostly just annoying and griefy, not likely to actually stop anyone.

Power

  • All power in a suburb is controlled by a power relay building.
    • Only humans may enable power, everyone can disable power, all for 5 AP.
  • You can tell if the power is on or off by most squares' descriptions, even outdoors areas.
  • Power affects:
    • Search rates for players and items for humans and vampires without Night Vision
    • Zombie search rates for items only
    • Enabling televisions (and the fires they start)
    • The chance of finding vampires (it is very low without power, but with power, very high and only mitigated a little by Unnatural Darkness)
    • Vampires with Night Vision do not care about power at all, nor do zombies with Identify Life searching for players.
  • The power relay can be switched on and off for 5 AP.
    • If you want to make life harder for survivors and/or better for vampires, turn off the power. This will also display your name on the power relay, so it's not anonymous. ** If you do so, however, I strongly recommend pinata'ing the relay station or setting a massive fire, or both. If you have a trap item, this is also the time to use it. Otherwise, it is trivial for survivors to restore the power.

Fire and Arson

  • See here for details: Fire
  • The fun part of playing death cultist! Fires are devastating and demoralizing for survivors, especially when done persistently.
    • For best results, I recommend setting multiple buildings on fire in one go, preferably as a human behind heavily+ barricades.
  • Fire will cause damage to:
    • All players inside once every AP tick
    • NPCs inside once every NPC tick
    • Anyone whenever they perform most actions inside the burning building (including fighting the fire)
    • The building itself
    • The barricades
    • Anything installed inside the building
  • The bigger the fire, the more damage the fire causes. In addition, every fire that isn't "small" will prevent hiding and "large" and higher will prevent searching.
    • At 50 fire HP, it will read "entire building on fire", but the fire can go up to 60 HP. I recommend getting it to reach 60 HP just to be difficult to put out.
  • Fire will grow over time as it consumes the building, barricades and installable HP, then when the building is at 0 HP and there is nothing else to burn, the fire will slowly putter out (this can take the better part of a day at max fire intensity). Rainy weather will slow down this growth and then increase the decay.

There are several ways to set a building on fire:

  • The least likely is to kill a helicopter or pyro outside of a building, which will cause a small fire inside the building. This is difficult and should not be counted on.
  • Use a lighter to start a small fire. Any race can do this. Lighters are mainly found in gas stations, but can also be found in dollar stores.
  • Destroy a powered TV (remember, the breakers must be on and the power relay must be on).
  • Destroy a fueled generator.

There are several ways grow a fire once it starts:

  • Use (not drop) a gas can. The fire will grow a lot (about 10 HP?) but it will cost you an AP and you may take damage doing this!
  • Drop items. This will increase a fire's health slightly (about 2 HP), does not cost AP, and does not damage you.
    • Items that do not contribute to a fire (and are thus dropped normally even if there’s a fire) include flowers and cigarettes.
  • Give the fire time to consume the building. This is the least reliable because survivors may put it out, I don't recommend counting on it.

The best targets for fires:

  • Resource buildings like hospitals, helix buildings, gun stores, power relays.
  • Group headquarters like the Burchell, Zoo and fort entrance/armory.
  • Frequently trafficked areas like subway stations, banks, underground mall entrances, etc.
  • If you need junk to fuel fires, the best places are at arcades which can give immense numbers of arcade tokens and arcade tickets to burn.
  • Avoid fire stations and next to fire stations because they spawn firefighters that will reduce the fire.

Pinatas

  • The fine art of making a building ruined but also highly barricaded. It is somewhat trickier and more situational in AOH than in UD, but no less devastating when done well.
  • There are three main ways to pinata:
    • Get a status effect that deals damage (infection, hemorrhage or cellular corruption are ideal), run into the building of your choice and do stuff (barricading or searching, ideally) until you die. If you didn't plan well, you can buy time with a healing item (like bandages) that will restore health but not remove your status condition.
    • Set a fire in the building (preferably at a moderate intensity) and do stuff until the fire kills you. This is less effective than the former because the fire will damage you while decimating, and it will also damage the barricades that keep harmanz out. But it is a lot funnier.
    • Have another human coordinate to kill you, then hide. Then you stand up and decimate. This has the advantage that your ally can revive you and you can just free run out later instead of spending 10 AP to squeeze out.
    • Unfortunately, you cannot kill yourself with cigarettes. Boo.
  • It is best to pinata with a LOT of AP. Budget 15 AP+ either before or after search and possibly kill someone dumb enough to hide inside, and on top of that 25+ AP by the time you die to stand up and decimate.
    • You may skip the searching in a suburb with red spores.
  • It's only worthwhile to pinata IHB buildings near the limit of 40 barricade HP (visible through Structural Assessment). EHB buildings are easy for survivors to knock down and get inside. It is also best to pinata a relay, since it will affect the entire suburb if survivors put off repairing it.

Before Dying

  • If you have a lot of spare AP before entering the building, you may set up fences on all sides of your target to delay the response.
  • If you have spare AP once you are done clearing the building and are waiting to die, you may:
    • Spray a cheeky taunt
    • Reinforce the barricade
    • Lay a trap
    • Smoke a cigarette to further deplete HP, if AP is getting dangerously close to the 25+ required to stand and decimate.
    • Just search

After Dying

  • Stand up and decimate to at least “very poor repair” condition, the minimum to prevent free running.
  • After the pinata, you can squeeze out of the building for 10 AP, but if you wish to remain inside, there are additional ways to spend AP to be annoying:
    • Decimate the building further
    • Turn off the lights
    • Close the doors (note: this may prevent you from leaving voluntarily until they open)
    • If there is not already a fire, set one if you notice the barricades down to extremely heavily or heavily barricaded (meaning a repair attempt is imminent and there is little to lose if the fire eats more barricades).
    • If you have the time, monitor the barricade levels, then ambush a repairer as they come in.

In-game communication

Chatbox

  • Speaking- Costs ZERO ap. Can only be heard by people in the same tile as you.
  • Shouting- Same as speaking, but the text is in bold all caps and it costs one AP. Still only can be heard in the same tile as you, unlike in similar games.
  • Radio (reads as "27.##") -Costs zero AP. Broadcast a message to all players listening on that channel. The most commonly used is 27.0, but you can change the frequency. A less-used frequency for those tired of 27.0 is 27.69. Keep in mind that most frequencies are public and anyone who knows the frequency can tune in. Also, you will only be able to hear messages from people in the same map region as you (e.g. overworld, strange hole, etc).
  • Group-Costs zero AP. Works just like radio, but is exclusive to your in-game group and works in all areas.
  • Spray- Requires the vandalism skill, while currently human, with at least one spraypaint can and costs one AP. Leaves a permanent message that is anonymous to most players, but humans with the Graphology skill will know who wrote it. Has a low chance to consume one spraypaint can.
  • SMS- Costs zero AP. Requires you have a cell phone in your inventory and sends a private message to any friendly contact who also has a cell phone.
  • Whisper- Requires the Silent Whisper skill while currently a vampire, costs one AP, sends a message only heard by vampires on your tile who are friendly (personal contact or group ally).
  • Broadcast - Site specific option when inside the powered GCTV Building. You must also have a Digital Camera in your inventory. Alows you to broadcast a message to all installed and powered TVs in the city.

Outside of Chatbox

  • Flares/fireworks- A player with the corresponding item can use it for one AP to send a signal visible from many squares away. Not much reason to do this, however.
  • Defile- Requires the Defile skill and both a corpse and graffiti on your tile, while currently a vampire, costs one AP. Permanently removes the graffiti and gives 3 XP. The choice of what to destroy it with seems to be purely cosmetic.
  • Scream- A human below 10 HP (?) can release an anguished scream for one AP, which can be heard some distance away.
  • Bonking with a joke weapon- Some weapons deal 0 HP and inflict no conditions, so they’re useful for playfully, privately letting someone know you stopped by. The positive node tendril looted from puppet nodes in the strange hole is useful for this purpose, as it may give a beneficial status effect at a low chance.
    • If your friend is hiding however, *any* attack on them, even with a joke weapon, will knock them out of hiding and probably get them killed.

Building names that are not obvious

Most buildings will have a name or a graphic that shows what they are, but some are not obvious. Note: this list will grow as we find more of them.

Mulston

  • Break & fix- electronics store
  • Caiger tools- hardware store
  • 8 bit blitz-arcade
  • Timber & flame -restaurant
  • Jade blossom - Restaurant?

Roja

  • Cannonballs Deep- gun store
  • Nixon’s Fixins- amy surplus store
  • Peeker’s Private Eye- detective agency
  • No Bueno- Mexican restaurant
  • Seven Sins- game shop
  • Basement Vault- bank

Beachwood

  • Spicy Bones- Morgue

Elgin

  • Barshilad’s-???

Awesomeness

  • A statistic on your profile that is purely for bragging rights.
  • Awesomeness is increased by:
    • Killing players not the same race as you
    • Killing NPCs
    • Reviving and healing other players
  • Awesomeness is decreased by:
    • Dying (especially suicide by jumping)
    • Dying to electric fences doesn’t seem to count, but dying to fire does
    • Killing players the same race as you

Clothes

  • Clothes are limited by slots. See here for details: Clothing. Most clothes are purely aesthetic, save for armor, and some of the special clothing listed below.
  • Some clothing in some slots will compete with armor (hats, jackets, neck) or containers (back, hip)!
  • You can equip two neck slot items. Only the first one you equip will count towards your neck armor, if it does provide armor, the second one is purely cosmetic.
  • Special clothing:
    • Helix access tags allow you to access helix building computers for a small chance at XP (not recommended), but you can also wear them (they will not do anything while worn, only when in inventory).
    • Glass jars are a unique container for finger slots (can wear 8 max), each holds only a single item, which has not been found to match the glass jars yet?
    • There is unusual clothing available in certain suspicious outdoors tiles….
    • Cigarettes (usable item) are different from Cigs (clothing). The latter can be found in detective agencies, among other places.
    • Some clothes in your glove slot, such as Tendril Hands or Brass Knuckles, are actually melee weapons which replace your human "fists" attack when worn, and use your Hand to Hand skills.

Major Special areas

Sewers

  • You cannot use hiding abilities in the sewers, but nonetheless, some people like to rest in dead ends.
  • Avoid sleeping near hostile NPCs, they will kill you if you stay next to them long enough
  • Maps of the sewer, required to navigate: Sewer Maps
  • Items found in sewer tiles include slime, dead rats and barrels
  • The second level includes slime creatures that drop animal remains (zombie food item) and a slime mass boss that drops a slime blade component. They inflict poison, so come prepared.
  • The sewers are underground, so you will not receive normal radio broadcasts!
  • The sewer first floor is connected to the following places:
    • Rockwell- Lynch Street
    • Mulston- Waste Treatment Plant (this seems to be a one-way entrance, unlike the others)
    • Glimmer- Bearse Street
    • Elgin-Karloff Lane
    • Beachwood- Massey Street
    • Roja- southmost red street
    • Fairview- Combs street
    • Underground Mall- Central Fountain
  • The sewer second floor is connected to the following places:
    • Fogridge- Southmost Lamora street
    • Clarence Prison

Clarence Prison

  • Map: Clarence Prison
  • Accessed only through the sewer level 2
  • A small 2x3 set of tiles with no NPCs and permanently lights-out.
  • The four tiles on the sides of the entrance (dining rooms, medical ward, security room) have an interior you cannot enter directly, you must enter the main ward first. They can be exited directly, however.
  • Unique drops here include the Hanged Man tarot card, restraint masks and prison uniforms, found in the main ward

Fogridge

  • Map: Fogridge
  • A small, remote area accessible in one of three ways:
    • Sewer level 2 entrance (on the far left edge)
    • The strange hole in Roja (go straight north/south through the main chamber). Recommended.
    • Select the 50 AP travel option in the Underground Train Station in Roja (and vice versa in the Fogridge Train Station to exit)
  • Unique things here include:
    • Crow NPCs (no drops)
    • Zombie sheep NPCs (drops wool)
    • Scarecrow corpse NPCs (tough fight, drops hardened straw to craft armor with)
    • Cow horns and cow skulls in the fields
    • Tower tarot cards found in the silos
    • The Hospital here contains injectors and revive serum, but *not* blood bags or human hearts. Otherwise, typical hospital items.
  • Note that there are no NPC sources of revives or vampirization, so you will likely need a friend to undo zombification here

Strange Hole

  • Entrances are in the strange hole in Roja and Fogridge.
  • Nothing can be searched here
  • Lots of unique NPC enemies, which all inflict Cell Corruption.
    • The corrupted vampires will vampirize you on kill and the corrupted bloaters will infect you on melee hit, but the corrupted helix researchers will not revive you
    • Puppet nodes drop unique clothing/armor, positive tendril nodes (low chance of buffing your target) and negative tendril nodes (low chance of debuffing your target).
      • The “wet slap” sounds you will hear here come from them.
    • Corrupted Helix researchers will drop vile serums and corrupted injectors (inflict cell corruption, requires Lab Studies to use)
  • The “you feel like you have been digging for hours” message is purely flavor text

Underground Mall

  • Map: Underground Mall
  • Accessible via escalators from the lower right corner of Rockwell Mall in Rockwell and the upper left corner in Englund Mall in Elgin.
  • Underground, so you will not receive public radio broadcasts!
  • Useful locations here:
    • Maroney’s Guns is a gun store that uniquely gives elephant guns and single rounds for the elephant gun
    • Lanier Hardware is a hardware store that uniquely gives Lawnmowers and Earth Augers (power tool weapons)
    • The fountain in the center is the source of the Empress Tarot Card
    • There is a power relay near the center of the mall that controls all its power
    • The security room allows crafting certain items
    • The Coin Cavern Arcade does NOT give the Fool tarot card
    • There are various restaurants around as well
  • Stores are often totally ruined and lit, so this is a great place for vampires and zombies to get ahold of hardware and gun shop items
  • A permanent mist weather condition prevents anyone from seeing characters on other tiles, so it’s easier to get away with not hiding (of course, NPCs will still attack you)
  • Mall security bot NPCs are the source of several useful crafting components but beware: they’re tough and also difficult to find in the mist.
  • Other NPCs include vampire shades and feral mall goths, which drop unique clothing

Minor Special Areas

Fort Barnes, Elgin

  • The fort can only be entered from its center-south tile, which is usually maintained at a moderate barricade level to allow entry in and out
  • The other squares’ indoors cannot be directly entered from outside
  • The fort armory is a goldmine of ammunition and also the emperor tarot card. It also drops equipment, but at a low rate.
  • Each fort square gives a different type of drop.
  • Sleeping inside is an exceptionally bad idea due to very high traffic.
  • The outside fort tiles also contain unique NPCs- various soldiers, the conduit (boss), the circuitbreaker (boss) and the experimental fighting system (boss)

Evil Cabin Cellar (Beachwood)

  • Underground location
  • Normally has nothing inside. This is where annual Halloween events and sometimes player-organized gatherings happen.

Hell House Basement (Fairview)

  • Underground location
  • Contains two unique NPCs: The Mother and The Deformed Child, both have unique drops (See NPCs for details)
  • The rooms here can be searched for items of niche use, such as the book of black magic and poison-curing healing items
  • Hiding here is only possible for zombies

Aquarium Tank (Glimmer)

  • Underground location
  • Contains sharks, which drop shark teeth, fins and skins

GCTV Building, Fairview

  • Controls TV content for the whole map
  • You can record your message for all TVs by using a digital camera here. See Broadcasting for more details

Support the game and the team!

  • Report bugs in the AOH discord when you see them!
  • The team is very active, but they also have a lot of things to do and legacy code to entangle. Please be patient when making requests or suggestions.
    • If there is no response, chances are they’re considering it. It may be implemented as a surprise later.
  • If you see a player wearing an unusually named item, it is likely customized. You too can get one by donating through Ko-fi in the “Mall” tab.
  • The team also has a Patreon in the corresponding tab.
  • The wiki needs a lot of information filled out and you might get a sweet unique armband if you are active there long enough!
  • With thanks to Femlak, TG, 0siris, Graanz zanz and Irishmen for providing information, and all wiki contributors as well.

FAQ

Edit this section if you have questions and I will try to answer them or ask someone who knows!

Q: Who wrote this guide and asked this because they wanted credit?
A: Penguinpyro (Abby Reyshin in-game) wrote it.

Q: Should I join a group?
A: Join the Rockwell Resistance Front (RRF) for brainz, banter and BARHAH!

Q: Why are you so good looking?
A: I can’t help it.