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Walkthrough · Part 3 of 5·All guides

Walkthrough · Part 3

Your First Run, Step by Step

From buying the build tool to banking your first payout.

Updated

A first run in progress with the distance counter visible
Run one has one job: come back with money.

What run one is for

Your first run is not supposed to go far. Its job is to prove the loop works end-to-end — car moves, zombies die, cash comes home — and to fund the next round of upgrades.

Players who expect a deep first run get frustrated and start spending in the wrong places. The correct mental model: run one is the tutorial's final exam, and passing means reaching your first checkpoint and banking the result.

The step-by-step

Follow the same order the game's tutorial teaches — footage of fresh accounts shows this exact sequence working.

  • Buy the Build Tool (the tutorial prompts you: 'Buy the Build Tool!').
  • Open Build Mode (B) on your plot — a clean grid where the car goes.
  • Roll CAR PARTS until you hold an engine, wheels, a seat, and fuel.
  • Place the engine and chassis first, then wheels and seat, then fuel.
  • Redeem COMMUNITY for a free Small Engine + Small Tank; keep CashDrop's 500 as backup.
  • Mount one support (even a Wooden Spike) on the front face.
  • Press DRIVE (F) and steer into the wave — hold on and watch the distance counter.

What the first checkpoint looks like

As you drive, a Distance counter climbs and checkpoint markers pass — footage of early runs shows the counter crossing values like 24, 58, and 82 before the run ends.

Each stretch of road adds tougher zombies and better pay. A run that dies at distance 60 still pays enough to buy your first skill node, which is the actual goal of run one.

Your first run, minute by minute

Here is how a first drive usually plays out, timed for a starter build. This is a recommended pacing rather than an official game timeline — your exact speed depends on your car — but the shape holds for almost every first run.

  • The one number worth remembering from run one: your ending distance.
  • Second run's only goal is to beat it — even by ten metres.
  • If the car died to damage before the tank ran dry, your first upgrade is armour; if it ran dry, it is fuel.
MomentWhat happensWhat you do
Before you press FFinal build checkEngine, wheels, seat and fuel placed; one support mounted; tank full
0:00 – 1:00The easy stretchDrive straight and feel the steering; the first zombies fall to your front support
1:00 – 2:00Distance climb (20–60)Cash starts ticking from kills; keep the car centred on the road
2:00 – 3:00First checkpoint (60–90)Waves tighten up; note the distance where the car starts taking real hits
3:00 until fuel is halfThe decision pointKeep pushing — fuel is the timer, not your nerve. Turn back only if the car is falling apart
Run endBanked payoutRemember the distance you finished at; that number is your next build's benchmark

The four classic first-run mistakes

Almost every failed first run dies to one of four avoidable causes. Check your build against this list before pressing DRIVE.

MistakeSymptomFix
No fuelCar stops early, cash left on the tablePlace a fuel part — Small Tank is free from the COMMUNITY code
No seatCannot drive at allSeats drop from rolls; the shop's missing-part gap can supply one
Weapons before basicsBeautiful car, no engineEngine → wheels → seat → fuel → THEN weapons
Turning around earlyBanked almost nothingFuel is the timer, not your nerve — push until the tank is nearly dry

After the run: spend like it is a checklist

First purchase after run one is Luck II at 250 — the cheapest permanent multiplier in the game. Second is whatever part your car is still missing (the blueprint's Required Parts list tells you).

Do not buy cosmetics, do not chase a second weapon, and do not save toward a vehicle blueprint yet. The next parts of this walkthrough cover exactly when those become the right calls.

FAQ

Your First Run, Step by Step FAQ

How far should my first run go?

Distance in the tens is normal — early footage shows runs ending around 24 to 90. Banking anything at all in run one means you played it correctly.

What if I cannot afford the Build Tool?

Your starting cash covers it (footage shows the tool affordable at the very first prompt). If you spent it, a single short walk to the roll stations and back is all the tutorial expects.

Should I save for a vehicle before upgrading skills?

No. Vehicles are blueprint-gated (parts, not prices), and skills are permanent while your first car is temporary. Luck II first, blueprint later.