[{"data":1,"prerenderedAt":2473},["ShallowReactive",2],{"header-menu-libraries:en":3,"updates-library:en":2356},{"guide":4,"codes":404,"survival":566,"base-defense":906,"scavenging":1173,"combat":1614,"progression":1829,"updates":2177},[5],{"id":6,"title":7,"author":8,"body":9,"category":371,"coverLabel":372,"coverTone":373,"description":374,"draft":375,"extension":376,"faq":377,"featured":375,"game":24,"h1":382,"keyTakeaways":383,"meta":389,"navigation":391,"path":392,"publishedAt":393,"readTime":394,"seo":395,"sitemap":396,"statCards":397,"stem":398,"tags":399,"updatedAt":393,"__hash__":403},"guide\u002Fen\u002Fguide\u002Fguide.md","30 Floors Up Beginner Guide: Survive the First Days","Cross-Flow Guides",{"type":10,"value":11,"toc":356},"minimark",[12,17,36,39,42,61,64,68,71,74,78,81,84,88,91,96,99,102,106,109,124,131,140,146,191,195,198,230,233,277,281,286,289,293,296,300,303,307,310],[13,14,16],"h2",{"id":15},"start-in-apartment-3004-and-secure-your-first-day","Start in Apartment 3004 and secure your first day",[18,19,20,21,25,26,35],"p",{},"In ",[22,23,24],"strong",{},"30 Floors Up",", your first objective is not to clear the building. It is to turn Apartment 3004 on Floor 30 into a dependable starting base before the building's water and power fail on Day 3. Search the apartment, bring food and water to the Pantry or storage area, collect a usable weapon and repair materials, then make sure you can sleep behind a defensible door. The dedicated ",[27,28,34],"a",{"href":29,"target":30,"rel":31},"\u002Fbase-defense","_blank",[32,33],"noopener","noreferrer","base defense guide"," covers the layered locks, braces, and repairs once this first setup is complete.",[18,37,38],{},"That preparation gives you a safe place to manage Hunger and Thirst supplies and recover Fatigue and Stamina while you learn the building. Treat every trip outside as an expedition with a purpose: bring back water, medicine, tools, or a route-opening item. If you spend the first day sprinting through random rooms, you can return with less stamina, more noise, and no stockpile when the taps stop.",[18,40,41],{},"Your first-session target is therefore simple:",[43,44,45,49,52,55,58],"ul",{},[46,47,48],"li",{},"Empty Apartment 3004 of useful food, water, medical supplies, tools, and a kitchen weapon.",[46,50,51],{},"Put food into the Pantry rather than leaving it on a table or in a cupboard.",[46,53,54],{},"Fill the bathtub, buckets, and bottles while the taps still work.",[46,56,57],{},"Brace or repair the entrance with boards, nails, screws, and a hammer when available.",[46,59,60],{},"Finish the day with a quiet return route and enough stamina to retreat.",[18,62,63],{},"You do not need to solve the rooftop route immediately. You need a base that can support the exploration required to find it.",[13,65,67],{"id":66},"how-bellwether-heights-changes-after-day-3","How Bellwether Heights changes after Day 3",[18,69,70],{},"The building is a vertical, session-based survival route. A run starts on Floor 30 in Apartment 3004, then branches through apartments, stairwells, the elevator shaft, vents, service areas, and lower floors as you search for supplies and progression items. The Ground Floor, B1 Parking Garage, and Rooftop are part of the same building route, not separate starter maps.",[18,72,73],{},"Before Day 3, working taps let you convert containers into a water reserve, and the elevator is a convenient way to move. On Day 3, the water supply is permanently cut off and the power fails. The elevator then stops being a reliable traversal option, so later movement depends on stairs, walking routes, and alternatives such as the Floor 28 elevator-shaft hatch. This cutoff changes the value of every early action: a filled tub is future survival time, while a long noisy detour can cost the stamina you need after the blackout.",[75,76],"guide-calculator",{"id":77},"water-fill-time",[18,79,80],{},"The run has a practical progression rather than a fixed room-by-room script. First stabilize Floor 30, then make short scouting trips, unlock or identify routes, and move supplies toward the next safe position. Floor 11's Medical Clinic and Floor 19's Kitchen are useful locations to recognize, while upper corridors, the Ground Floor, B1, and the Rooftop become increasingly important as you work toward extraction. The exact key order is not fully established by the available in-game guidance, so do not assume that a mention of a Roof Key proves it is identical to the Triangular Key.",[18,82,83],{},"The terminal decision is whether you can safely continue toward the roof or should return to stock, sleep, and try again. Reaching the Rooftop and boarding the extraction helicopter confirms survival. Dying inside the building ends that run.",[13,85,87],{"id":86},"the-systems-that-keep-a-run-alive","The systems that keep a run alive",[18,89,90],{},"These are the systems to manage before you worry about fighting every infected you see.",[92,93],"guide-table",{":columns":94,":rows":95},"[{\"key\":\"element\",\"label\":\"System or item\"},{\"key\":\"effect\",\"label\":\"What it changes\"},{\"key\":\"beginner_use\",\"label\":\"First-use rule\"}]","[[\"Hunger\",\"Running low limits how long your supplies support exploration.\",\"Collect food in Apartment 3004 and store it in the Pantry.\"],[\"Thirst\",\"The tighter survival resource; water supply is cut off on Day 3.\",\"Prioritize filled containers before exploring far from home.\"],[\"Fatigue and sleep\",\"Fatigue reduces your ability to keep operating over time.\",\"Return to a safe bed before a long expedition, not after you are trapped outside.\"],[\"Stamina\",\"Controls sustained running, fighting, and evasive movement.\",\"Keep a reserve for retreat; do not sprint through every corridor.\"],[\"Water containers\",\"Carry or store water after the taps stop.\",\"Fill the bathtub, buckets, and bottles before Day 3; use clean-water options when available.\"],[\"Doors and furniture\",\"Delay infected and buy time at a base or choke point.\",\"Lock doors and push furniture against them, then repair damage with the right materials.\"],[\"Tools and weapons\",\"Tools open or repair parts of the route; melee weapons handle close threats.\",\"Keep a route-relevant tool and one weapon, such as a frying pan, without filling the whole toolbar.\"],[\"Noise\",\"Running, fighting, opening doors, and moving objects can make an area more dangerous.\",\"Walk and plan when possible; make noise only for a clear gain or escape.\"]]",[18,97,98],{},"Food and water are not interchangeable. The survival guidance records daily decay for both meters, with water falling faster, so a food-heavy inventory does not solve a water shortage. Full rations help maintain the meters, but they do not remove the underlying need to stockpile and collect more supplies. If you find medical supplies, keep them for injuries rather than treating them as general loot; a clinic trip can be valuable, but only when the route and return plan are ready.",[18,100,101],{},"Doors are a time-buying system, not a permanent wall. Lock them, brace them with couches or chairs, and repair damage with boards, screws, and a hammer when possible. A bathroom vent on Floor 30 can provide an alternate way out, but crouching through it prevents you from carrying large items such as buckets or boards. That makes it an escape route, not a replacement for moving your entire stockpile.",[13,103,105],{"id":104},"your-first-apartment-to-rooftop-preparation-run","Your first apartment-to-rooftop preparation run",[18,107,108],{},"Use this sequence for your first serious attempt. Each checkpoint tells you when the current stage is complete and what should happen next.",[110,111,112,118],"ol",{},[46,113,114,117],{},[22,115,116],{},"Search Apartment 3004 before opening a long route."," Pick up food, water, medical supplies, tools, and any weapon you can use at close range. The checkpoint is an inventory that can support a short trip; once you have it, sort food into the Pantry and keep only route-relevant items on your person.",[46,119,120,123],{},[22,121,122],{},"Turn the apartment into a water reserve."," While the taps still work, fill the bathtub first, then buckets and bottles. The tub is the fastest listed tap, so it is the best place to start when you are carrying water between containers. Put filled containers where you can find them again. When the checkpoint is a visible reserve rather than an empty bathroom, move to defense instead of wandering.",[125,126],"guide-video-embed",{":segments":127,"description":128,"title":129,"videoId":130},"[{\"start\":50,\"label\":\"Fill the bathtub and store water\"}]","This moment shows the bathtub fill, water storage, Pantry supplies, and survival meters described in the first-day preparation route.","Fill water reserves and manage survival meters","rkgY6Wv8duM",[110,132,134],{"start":133},3,[46,135,136,139],{},[22,137,138],{},"Secure the entrance and choose a sleep position."," Lock the door, push furniture against it, and use boards, nails, screws, and a hammer to repair or reinforce damage. Make sure the room where you intend to sleep is behind that defense. The feedback you want is a protected reset point; once it is ready, sleep to restore stamina and reduce the risk of beginning an expedition exhausted.",[125,141],{":segments":142,"description":143,"title":144,"videoId":145},"[{\"start\":2093,\"label\":\"Check the door's screws and board\"}]","This moment illustrates the screws and board needed to repair the damaged door before using the apartment as a safe reset point.","Reinforce the apartment entrance","6cIE7GXK8DY",[110,147,149,161,167,173,179,185],{"start":148},4,[46,150,151,154,155,160],{},[22,152,153],{},"Make one quiet neighboring-room scout."," Carry one weapon and the tool needed for the next object you actually intend to open. Walk when possible, avoid unnecessary fights, and note the path back to Apartment 3004. If Daniel is in the neighboring apartment, decide whether you can safely deal with his door and situation before opening it; do not create a second defense problem while your own entrance is unsecured. The ",[27,156,159],{"href":157,"target":30,"rel":158},"\u002Fscavenging",[32,33],"scavenging route"," helps decide what to search and when to turn back.",[46,162,163,166],{},[22,164,165],{},"Return with a useful haul, not a full fight."," Bring back food, water containers, boards, screws, nails, medical supplies, or a route-opening tool such as Bolt Cutters. If several infected gather, close or brace a door and retreat instead of spending all Stamina on melee attacks. The checkpoint is a stocked base and a known escape route; deposit the haul before choosing the next floor.",[46,168,169,172],{},[22,170,171],{},"Sleep and repeat short expeditions before the cutoff."," Rest on a proper bed or other safe sleeping position, then use the next outing to fill missing containers and learn the stairwell or alternate route. Keep Fatigue and Stamina separate in your decisions: resting helps recovery, while sprinting only solves the immediate distance. Stop the expedition if the return route is no longer safer than the objective.",[46,174,175,178],{},[22,176,177],{},"Treat Day 3 as a route transition."," Before the cutoff, finish filling every useful container you have found and move water into storage. After the water and power fail, verify that you can travel on foot; do not plan around a working elevator. If the normal stairs are blocked, the Floor 28 elevator hatch, stairwells, or the Floor 30 bathroom vent may provide alternatives, with the vent reserved for a person-sized escape because large items cannot pass through it.",[46,180,181,184],{},[22,182,183],{},"Advance toward the extraction route only after the base can support it."," Use the building's floors and lower areas to search for the tools and keys needed to continue. Bolt Cutters can open chained routes, while the Triangular Key is associated with leaving the building; the Roof Key is also mentioned near a bench, but its relationship to the Triangular Key is not confirmed. Verify the current objective in-game rather than discarding a key because its name seems redundant.",[46,186,187,190],{},[22,188,189],{},"Commit to the Rooftop only with a retreat decision."," When your water, health, stamina, and route are adequate, continue toward the Rooftop and look for the extraction helicopter. Boarding it is the completion checkpoint and leads to the hospital-roof survival confirmation. If supplies or stamina fail before that point, return to the last defensible room; a controlled retreat preserves the run, while a desperate hallway fight can end it.",[13,192,194],{"id":193},"priorities-mistakes-and-recovery-choices","Priorities, mistakes, and recovery choices",[18,196,197],{},"Keep these priorities in order when a run becomes messy:",[110,199,200,206,212,218,224],{},[46,201,202,205],{},[22,203,204],{},"Water before distance."," The Day 3 cutoff is the first hard planning boundary. Fill what you can before chasing a distant room.",[46,207,208,211],{},[22,209,210],{},"A safe return before extra loot."," Every expedition needs a known door, vent, stairwell, or other retreat route.",[46,213,214,217],{},[22,215,216],{},"Stamina before combat pride."," A frying pan or knife can handle an isolated target, but multiple infected are a reason to use doors and reposition.",[46,219,220,223],{},[22,221,222],{},"Tools before clutter."," A hammer, screwdriver, can opener, and Bolt Cutters can matter more than another low-value object, but retain only tools that match the next route.",[46,225,226,229],{},[22,227,228],{},"Sleep before the next major push."," Do not start a floor transition while Fatigue has already made your movement unreliable.",[18,231,232],{},"Common mistakes have practical recoveries:",[43,234,235,241,247,253,259,265,271],{},[46,236,237,240],{},[22,238,239],{},"You leave food or water in Apartment 3004."," Return before scouting farther, collect it, and consolidate food in the Pantry. The recovery is worth the short risk because the starting apartment is your most predictable supply point.",[46,242,243,246],{},[22,244,245],{},"You spend all Stamina sprinting away from one infected."," Break line of approach with a door or furniture, stop attacking, and walk the remaining route after stamina returns. Do not immediately sprint again through the same noisy corridor.",[46,248,249,252],{},[22,250,251],{},"You fight a group in a narrow hall."," Retreat to a locked or braced room, let the choke point work for you, and try another route or time of day. Melee damage is not a requirement for every encounter.",[46,254,255,258],{},[22,256,257],{},"You reach Day 3 without enough water."," Stop treating taps and the elevator as part of the plan. Search for collected rainwater, stored containers, or a basement cistern route, and shorten trips until you know which reserve is available.",[46,260,261,264],{},[22,262,263],{},"Your door is damaged."," Use boards, screws, and a hammer if you have them, then push furniture against the entrance. If repair materials are missing, sleep elsewhere only after identifying a defensible room and a clear escape path.",[46,266,267,270],{},[22,268,269],{},"You carry a bucket into the bathroom vent."," Put large items down, use the vent only for personal movement, and recover the supplies through a normal route. The vent can save a player without being able to save the whole inventory.",[46,272,273,276],{},[22,274,275],{},"You are unsure which key opens the final route."," Keep both key clues separate, check the current objective and nearby interactables, and avoid claiming that the Roof Key and Triangular Key are the same item. The confirmed goal is the rooftop helicopter, not a particular unverified key order.",[13,278,280],{"id":279},"first-time-30-floors-up-questions","First-time 30 Floors Up questions",[282,283,285],"h3",{"id":284},"can-you-still-get-water-after-day-3","Can you still get water after Day 3?",[18,287,288],{},"Yes, but you should not depend on the normal taps. After Day 3, use water collected in containers, rain collection, or a basement cistern route if you can reach and use it safely.",[282,290,292],{"id":291},"what-should-you-carry-through-the-floor-30-bathroom-vent","What should you carry through the Floor 30 bathroom vent?",[18,294,295],{},"Carry yourself and small route-essential items only. The vent requires crouching and does not allow large objects such as buckets or boards, so use a normal route to move bulky supplies.",[282,297,299],{"id":298},"is-the-roof-key-the-same-as-the-triangular-key","Is the Roof Key the same as the Triangular Key?",[18,301,302],{},"That relationship is not confirmed. Treat them as separate clues until the current in-game objective or interaction establishes otherwise, and do not discard either key during rooftop preparation.",[282,304,306],{"id":305},"what-happens-when-you-board-the-extraction-helicopter","What happens when you board the extraction helicopter?",[18,308,309],{},"Reaching the Rooftop and boarding the extraction helicopter completes the run's survival outcome and takes you to a hospital-roof scene. Dying inside the building ends the run instead.",[311,312,313,323,332,340,348],"details",{},[314,315,316,320],"summary",{},[317,318,319],"span",{},"Sources",[317,321,322],{},"Reviewed November 4, 2026",[18,324,325,328],{},[27,326],{"href":327},"https:\u002F\u002F30-floors-up.fandom.com\u002Fwiki",[27,329,327],{"href":327,"rel":330},[331],"nofollow",[18,333,334,337],{},[27,335],{"href":336},"https:\u002F\u002F30-floors-up.wiki\u002Fguide\u002F30-floors-up-beginner-guide",[27,338,336],{"href":336,"rel":339},[331],[18,341,342,345],{},[27,343],{"href":344},"https:\u002F\u002F30-floors-up.wiki\u002Fexploration\u002F30-floors-up-locations-guide",[27,346,344],{"href":344,"rel":347},[331],[18,349,350,353],{},[27,351],{"href":352},"https:\u002F\u002Fwww.roblox.com\u002Fgames\u002F124063493943486\u002F30-Floors-Up",[27,354,352],{"href":352,"rel":355},[331],{"title":357,"searchDepth":358,"depth":358,"links":359},"",2,[360,361,362,363,364,365],{"id":15,"depth":358,"text":16},{"id":66,"depth":358,"text":67},{"id":86,"depth":358,"text":87},{"id":104,"depth":358,"text":105},{"id":193,"depth":358,"text":194},{"id":279,"depth":358,"text":280,"children":366},[367,368,369,370],{"id":284,"depth":133,"text":285},{"id":291,"depth":133,"text":292},{"id":298,"depth":133,"text":299},{"id":305,"depth":133,"text":306},"Guide",null,"amber","Learn how to secure Apartment 3004, stockpile water before Day 3, manage infected encounters, and prepare for Rooftop Extraction in 30 Floors Up.",false,"md",[378,379,380,381],{"question":285,"answer":288},{"question":292,"answer":295},{"question":299,"answer":302},{"question":306,"answer":309},"30 Floors Up Beginner Guide",[384,385,386,387,388],"Secure Apartment 3004 before making long trips.","Fill the bathtub, buckets, and bottles before Day 3.","Use doors, furniture, and quiet movement to avoid wasting Stamina.","After the blackout, switch to foot travel and verify the rooftop key route in-game.","Board the extraction helicopter on the Rooftop to complete the run.",{"bodyType":390},"process-tutorial",true,"\u002Fguide\u002Fguide","2026-11-04","10 min read",{"title":7,"description":374},{"loc":392,"lastmod":393},[],"en\u002Fguide\u002Fguide",[24,400,401,402],"Roblox guide","beginner guide","survival","xs4i_3oEE5Pl-i8PbKLG7jGaVzLOJKvjCEvomEySksU",[405],{"id":406,"title":407,"author":408,"body":409,"category":471,"coverLabel":372,"coverTone":373,"description":548,"draft":375,"extension":376,"faq":549,"featured":375,"game":24,"h1":550,"keyTakeaways":551,"meta":555,"navigation":391,"path":557,"publishedAt":393,"readTime":558,"seo":559,"sitemap":560,"statCards":561,"stem":562,"tags":563,"updatedAt":393,"__hash__":565},"codes\u002Fen\u002Fcodes\u002Fcodes.md","30 Floors Up Codes: Current Status","30 Floors Up Editorial",{"type":10,"value":410,"toc":541},[411,418,430,434,437,444,447,451,454,457,461,464,490,493,497,500,503,507,510,515,518],[18,412,413,414,417],{},"No ",[22,415,416],{},"30 Floors Up codes"," are verified as active as of November 4, 2026. No redeemable code string or working in-game code-entry panel is confirmed, so there is no reliable code to copy or reward total to claim.",[18,419,420,421,425,426,429],{},"Do not treat strings such as ",[422,423,424],"code",{},"FLOOR30"," or ",[422,427,428],{},"WELCOME"," as active codes. They are mentioned as unverified circulating strings, not as developer-confirmed rewards.",[13,431,433],{"id":432},"current-30-floors-up-code-status","Current 30 Floors Up code status",[18,435,436],{},"The table separates unverified reports from confirmed rewards. A dash means that no reward is supported for that record; it does not mean the code grants nothing.",[92,438],{":columns":439,":primaryColumnIndex":440,":rows":441,"description":442,"title":443},"[{\"key\":\"code\",\"label\":\"Code\"},{\"key\":\"status\",\"label\":\"Status\"},{\"key\":\"reward\",\"label\":\"Reward\"}]","0","[[\"-\",\"No verified public code\",\"-\"],[\"FLOOR30\",\"Unconfirmed report\",\"-\"],[\"WELCOME\",\"Unconfirmed report\",\"-\"]]","Verified and reported code status for 30 Floors Up.","30 Floors Up code records",[18,445,446],{},"There are no confirmed active, expired, or historical codes to list separately. The two named strings should remain unconfirmed until the developer announces them or a current in-game panel accepts them and displays a reward.",[13,448,450],{"id":449},"where-future-codes-may-appear","Where future codes may appear",[18,452,453],{},"If 30 Floors Up introduces promotional codes, check the official Roblox experience page first, then the developer’s linked group or Discord and any in-game event or update notice. Use the experience identity and developer information to avoid copying a list made for a different Roblox game.",[18,455,456],{},"An announcement should identify the exact code, its reward, and any expiry or event condition. Without those details, treat a third-party list as a lead to verify rather than as a working code list.",[13,458,460],{"id":459},"how-to-redeem-a-code-if-the-feature-appears","How to redeem a code if the feature appears",[18,462,463],{},"A code-entry interface is not confirmed for the current version. If a later game update adds one, use this in-game sequence:",[110,465,466,481,484,487],{},[46,467,468,469,472,473,476,477,480],{},"Load the official 30 Floors Up experience and look for a ",[422,470,471],{},"Codes",", ",[422,474,475],{},"Shop",", or ",[422,478,479],{},"Settings"," button.",[46,482,483],{},"Open the code panel and enter the announced string exactly, including capitalization and punctuation.",[46,485,486],{},"Submit it once and wait for the game’s success or error message.",[46,488,489],{},"Check the displayed reward or the relevant inventory balance before leaving the panel.",[18,491,492],{},"The success checkpoint is the game’s own confirmation and the visible reward change. Do not regard a website message, a copied list, or a button that produces no in-game response as proof that a code worked. This sequence is a future-use procedure, not a record of a redemption tested in 30 Floors Up.",[13,494,496],{"id":495},"if-a-reported-code-fails","If a reported code fails",[18,498,499],{},"First confirm that the code belongs to the official 30 Floors Up experience and that a code panel is actually present. If the panel is missing, the current version may not support codes; if the panel rejects the string, check spelling and capitalization, then look for an official expiry or event note. Do not keep retrying an unverified string or enter Roblox login details on an external page.",[18,501,502],{},"Because no current code and no confirmed reward are documented, there is no supported failure message to map to a specific reward or recovery result. The in-game response remains the deciding check after a future official release.",[13,504,506],{"id":505},"ways-to-earn-resources-without-codes","Ways to earn resources without codes",[18,508,509],{},"Codes are not required to make progress. The survival loop points players toward searching floor rooms and containers, gathering supplies, and surviving night waves. Those activities can provide resources such as coins, materials, ammunition, weapon unlocks, or upgrade resources when the game makes them available.",[125,511],{":segments":512,"description":513,"title":514,"videoId":130},"[{\"start\":104,\"label\":\"Scavenge an apartment for food, supplies, and a weapon\"}]","This moment supports the resource-scavenging alternative by showing an apartment search for food, stored supplies, and a weapon.","Scavenge supplies while progressing without codes",[18,516,517],{},"Use scavenging and room searches to build supplies, then reserve combat and defensive resources for the night cycle and continued floor progression. This is the dependable alternative while no redeemable code is confirmed; it does not imply that a specific unverified code grants any of these items.",[311,519,520,526,533],{},[314,521,522,524],{},[317,523,319],{},[317,525,322],{},[18,527,528,530],{},[27,529],{"href":352},[27,531,352],{"href":352,"rel":532},[331],[18,534,535,538],{},[27,536],{"href":537},"https:\u002F\u002Fwww.30floorsup.wiki\u002Fcodes\u002F30-floors-up-codes",[27,539,537],{"href":537,"rel":540},[331],{"title":357,"searchDepth":358,"depth":358,"links":542},[543,544,545,546,547],{"id":432,"depth":358,"text":433},{"id":449,"depth":358,"text":450},{"id":459,"depth":358,"text":460},{"id":495,"depth":358,"text":496},{"id":505,"depth":358,"text":506},"No active 30 Floors Up code or confirmed redemption panel is verified. See how to check official updates and avoid unconfirmed Roblox code lists.",[],"30 Floors Up Codes",[552,553,554],"No active 30 Floors Up code is verified as of November 4, 2026.","FLOOR30 and WELCOME remain unconfirmed strings, not published rewards.","A code-entry panel is not confirmed, so future codes should be checked in the official game UI.",{"bodyType":556},"code-reward","\u002Fcodes","3 min read",{"title":407,"description":548},{"loc":557,"lastmod":393},[],"en\u002Fcodes\u002Fcodes",[24,564],"30 floors up codes","VNfO60NkVDcXJigjaaF0JW3sBMAQn3THRBlAyg3ucWA",[567],{"id":568,"title":569,"author":8,"body":570,"category":883,"coverLabel":372,"coverTone":373,"description":884,"draft":375,"extension":376,"faq":885,"featured":375,"game":889,"h1":890,"keyTakeaways":891,"meta":896,"navigation":391,"path":897,"publishedAt":393,"readTime":898,"seo":899,"sitemap":900,"statCards":901,"stem":902,"tags":903,"updatedAt":393,"__hash__":905},"survival\u002Fen\u002Fsurvival\u002Fsurvival.md","30 Floors Up Survival Guide: Water and Shelter",{"type":10,"value":571,"toc":863},[572,576,583,586,590,593,596,599,603,607,610,612,616,619,624,628,631,635,638,642,645,650,654,657,661,664,668,743,747,754,798,802,806,809,813,816,820,823],[13,573,575],{"id":574},"reach-a-stable-apartment-before-the-water-cutoff","Reach a stable apartment before the water cutoff",[18,577,578,579,582],{},"Your first survival objective in 30 floors up is not to search every room or chase a long-term day count. Establish a defensible apartment, secure enough clean water for the first outage, and keep Hunger, Thirst, Fatigue, and Health out of their danger states. For the physical locks, braces, and repairs that make the apartment usable, follow the ",[27,580,34],{"href":29,"target":30,"rel":581},[32,33],". The practical deadline is Day 3: fill containers while taps still provide Clean Water, then prepare a way to treat later water.",[18,584,585],{},"This plan is for a first Survival run. It gets you from spawning into the building to a repeatable pattern of collecting supplies, returning home, resting safely, and responding when the apartment or your meters become unsafe. Some records describe a 15-day campaign, while another survival target is described as 100 days, so treat those as different goals or modes until the current game objective confirms which one you are playing.",[13,587,589],{"id":588},"how-days-outages-and-nights-move-the-run-forward","How days, outages, and nights move the run forward",[18,591,592],{},"The run advances through a day-and-night structure rather than a simple pause-and-search loop. Early days are a preparation window: taps work, apartments can be searched for food and medical items, and you can move between the building and your shelter. After the water service stops, survival becomes a resource-management problem. You must consume stored supplies, collect rain or reserve water, treat unsafe water, and choose when a trip is worth the risk.",[18,594,595],{},"Night does not freeze the simulation. Hunger and Thirst continue to fall while you sleep, and threats can remain active. Fatigue makes a bed valuable, but sleeping is safe only after the door and immediate room are secure. Zombies can gather in numbers, damage doors, and turn an otherwise successful scavenging trip into a forced retreat. Use daylight to search and prepare; use night for a controlled rest, not for assuming danger has ended.",[18,597,598],{},"The supported structure is therefore a preparation-to-outage transition followed by survival decisions. Each day, check your meters and water situation, select one necessary task, return before the trip becomes desperate, and verify that the apartment still protects you. Do not assume that an apparent final day is universal: follow the objective or mode shown in your current session.",[13,600,602],{"id":601},"water-food-meters-and-shelter-that-keep-you-alive","Water, food, meters, and shelter that keep you alive",[282,604,606],{"id":605},"water-containers-and-clean-water","Water containers and Clean Water",[18,608,609],{},"Buckets, pots, bottles, and other containers let you move or store water. Before the cutoff, fill every useful container from a tap and move the reserve into a practical storage location such as the bathtub. Clean Water from a working tap is different from water gathered later. Keeping the categories separate prevents you from drinking unsafe water by mistake.",[75,611],{"id":77},[282,613,615],{"id":614},"rain-roof-tank-and-basement-cistern","Rain, Roof Tank, and Basement Cistern",[18,617,618],{},"Rain collection and building reserves extend the run after taps stop. Rainwater, Roof Tank water, and Basement Cistern water require boiling or Treatment Tablets before drinking. Treat only what you need when fuel or tablets are limited, and keep a visible reserve of untreated water so you know what still needs processing.",[125,620],{":segments":621,"description":622,"title":623,"videoId":130},"[{\"start\":64,\"label\":\"Check Hunger, Thirst, Fatigue, and Stamina, then store water and gather food\"},{\"start\":241,\"label\":\"Fill water buckets before the taps stop and scavenge food and bandages\"}]","These moments support the water-preparation section by showing the survival meters, stored water, apartment food, and the need to fill containers before the taps stop.","Prepare water and supplies before the cutoff",[282,625,627],{"id":626},"hunger-and-thirst","Hunger and Thirst",[18,629,630],{},"Hunger and Thirst are continuously falling meters, not one-time checks. Below 20, each becomes dangerous; related damage can reduce Health to 5 without directly killing the character. That does not make low values safe: the resulting weak state can leave you unable to travel, fight, or recover. Drink and eat before a trip pushes either meter toward the threshold.",[282,632,634],{"id":633},"rations-and-apartment-food","Rations and apartment food",[18,636,637],{},"Food found while scavenging is your early buffer. Conserve it instead of eating every item immediately, but do not wait until Hunger is already critical. Choose a ration level that leaves enough food for the next necessary outing and remember that stored food cannot replace water after the taps fail.",[282,639,641],{"id":640},"fatigue-sleep-and-stamina","Fatigue, Sleep, and Stamina",[18,643,644],{},"Fatigue affects how long you can operate, while Stamina supports movement and difficult actions. A bed reduces Fatigue, but sleep does not stop Hunger, Thirst, or night threats. Secure the room first, then sleep long enough to restore your ability to move without spending the entire night unaware of a damaged entrance.",[125,646],{":segments":647,"description":648,"title":649,"videoId":145},"[{\"start\":218,\"label\":\"Collect water, conserve food, secure the apartment, and rest\"},{\"start\":924,\"label\":\"Manage eating, drinking, fatigue, and finding a bed at night\"}]","These moments support the shelter routine by showing water and food conservation, securing the apartment, and managing fatigue while looking for a safe place to rest.","Manage water, food, and rest in the apartment",[282,651,653],{"id":652},"health-infection-and-treatment-tablets","Health, infection, and Treatment Tablets",[18,655,656],{},"Health is the margin left after hunger, dehydration, injuries, or infection. Treatment Tablets are especially important before Day 3 because they make collected water usable and help you recover from the consequences of unsafe conditions. Keep them with your emergency supplies rather than leaving all treatment items in a room you may not reach during a retreat.",[282,658,660],{"id":659},"doors-light-and-defense-materials","Doors, light, and defense materials",[18,662,663],{},"Your apartment is a shelter only while its entrance and visibility are manageable. Secure the door before resting, watch for damage, and keep lighting supplies such as candles or batteries for dark movement and emergencies. Defense materials buy time when zombies gather; they do not remove the need to retreat or manage your meters.",[13,665,667],{"id":666},"your-first-water-and-shelter-run","Your first water-and-shelter run",[110,669,670,680,689,698,707,716,725,734],{},[46,671,672,675,676,679],{},[22,673,674],{},"Read the meters and identify home."," At the start, check Hunger, Thirst, Fatigue, Stamina, and Health. Locate the apartment you will use as a return point, a bed, the entrance, and a safe place for supplies. ",[22,677,678],{},"Checkpoint:"," you can get back to the door without relying on a map search while exhausted.",[46,681,682,685,686,688],{},[22,683,684],{},"Secure the first clean-water reserve."," Before spending time on distant loot, fill available buckets, pots, and bottles from working taps. Keep the water identifiable as Clean Water and carry only what you can return with safely. ",[22,687,678],{}," several containers are full before the Day 3 service cutoff.",[46,690,691,694,695,697],{},[22,692,693],{},"Move excess water into shelter storage."," Bring the containers home and place the reserve where it will not be confused with untreated water. The bathtub is useful for consolidating a larger haul. Leave enough carrying capacity for food, bandages, or treatment supplies on the next trip. ",[22,696,678],{}," the apartment contains a reserve and your character is not forced to carry every container constantly.",[46,699,700,703,704,706],{},[22,701,702],{},"Search nearby rooms for food and medical items."," Work outward from the apartment instead of crossing the building while your meters are low. Take rations, bandages, Treatment Tablets, and useful light or defense materials, prioritizing items that support the next return. ",[22,705,678],{}," you have food for the next activity and at least one recovery option before pushing deeper.",[46,708,709,712,713,715],{},[22,710,711],{},"Prepare for water that is not clean."," Before the taps stop, collect or set aside the tools needed to boil or treat Rain, Roof Tank, and Basement Cistern water. Do not mix those sources with the clean reserve. ",[22,714,678],{}," you know which water is drinkable now and which water needs processing.",[46,717,718,721,722,724],{},[22,719,720],{},"Return at the first safe margin."," Turn back when Fatigue, Stamina, Hunger, or Thirst begin to threaten the return, not after a meter reaches its danger range. Close and secure the door, check for damage, then sort food, water, light, and treatment supplies. ",[22,723,678],{}," every essential item is inside before you sleep.",[46,726,727,730,731,733],{},[22,728,729],{},"Rest only after checking the entrance."," Use the bed to reduce Fatigue, but remember that meters continue to drain and threats remain active at night. If zombies are gathering or the door is damaged, repair or reinforce the immediate defense before committing to sleep. ",[22,732,678],{}," the room is defensible and your next action is clear when you wake.",[46,735,736,739,740,742],{},[22,737,738],{},"After the cutoff, spend water deliberately."," Use stored Clean Water first when appropriate, then treat reserve water before drinking it. Recheck Hunger and Thirst before every outing, carry a light and treatment option, and make short trips for only the supplies that solve the next problem. ",[22,741,678],{}," each return increases your usable reserve or restores your ability to act rather than merely postponing a collapse.",[13,744,746],{"id":745},"priorities-when-supplies-or-safety-fall-apart","Priorities when supplies or safety fall apart",[18,748,749,750,753],{},"Use this order when several needs compete: ",[22,751,752],{},"water, safe shelter, health recovery, food, then optional loot."," Water has priority because taps become unavailable and untreated sources cannot be consumed immediately. Shelter comes next because a broken door can turn stored supplies into an unsafe room. Protect Health with bandages and Treatment Tablets, then use rations to keep Hunger above its danger range. Only after those needs are covered should you extend a scavenging route.",[43,755,756,762,768,774,780,786,792],{},[46,757,758,761],{},[22,759,760],{},"You leave before filling containers:"," Return to the nearest safe apartment, use the remaining clean water for the trip home, and make the next outing a short collection run. Do not spend the reserve on optional loot.",[46,763,764,767],{},[22,765,766],{},"You drink rain, Roof Tank, or Basement Cistern water untreated:"," Stop consuming that source, switch to confirmed Clean Water, and boil or use Treatment Tablets on the remaining supply before relying on it.",[46,769,770,773],{},[22,771,772],{},"Hunger or Thirst falls below 20:"," Eat or drink immediately if the item is safe, then cancel the current search and recover in shelter. The meter can damage Health down to 5, so treating the problem after one more room is risky.",[46,775,776,779],{},[22,777,778],{},"You sleep while the door is damaged:"," Wake and inspect the entrance, secure it with available defense materials, and move critical water and treatment items away from the exposed area before resting again.",[46,781,782,785],{},[22,783,784],{},"Fatigue makes the return unreliable:"," Stop searching, use the shortest route home, and sleep only after the room is secure. A bed helps Fatigue, but it does not pause the other meters or night threats.",[46,787,788,791],{},[22,789,790],{},"Zombies gather faster than you can fight:"," Break contact and return to the apartment rather than trading Health for extra loot. Reassess light, door condition, and supplies after the threat moves away.",[46,793,794,797],{},[22,795,796],{},"You cannot tell whether the run is a 15-day or 100-day objective:"," Follow the current mode’s objective and treat the longer target as unconfirmed for that session. Continue the same water-and-shelter priorities until the game gives a clear completion condition.",[13,799,801],{"id":800},"first-time-30-floors-up-survival-questions","First-time 30 floors up survival questions",[282,803,805],{"id":804},"can-hunger-or-thirst-kill-you-immediately","Can Hunger or Thirst kill you immediately?",[18,807,808],{},"No. Below 20, either meter becomes dangerous and hunger or dehydration damage can reduce Health to 5, but the condition is not an immediate direct kill. Treat the low meter as an emergency because the resulting weakness can leave you unable to travel or recover.",[282,810,812],{"id":811},"should-you-sleep-as-soon-as-fatigue-is-high","Should you sleep as soon as Fatigue is high?",[18,814,815],{},"Only after checking the apartment entrance and nearby threats. Sleep helps Fatigue, but it does not pause Hunger, Thirst, or night activity, so a damaged door or empty water reserve can make resting worse than a short preparation task.",[282,817,819],{"id":818},"which-water-is-safe-to-drink-after-the-taps-stop","Which water is safe to drink after the taps stop?",[18,821,822],{},"Water filled from a working tap is Clean Water. Rainwater, Roof Tank water, and Basement Cistern water must be boiled or treated with Treatment Tablets before drinking, so keep those sources separate from your ready-to-drink reserve.",[311,824,825,831,839,847,855],{},[314,826,827,829],{},[317,828,319],{},[317,830,322],{},[18,832,833,836],{},[27,834],{"href":835},"https:\u002F\u002F30-floors-up.wiki\u002Fsurvival\u002F30-floors-up-water-storage-guide",[27,837,835],{"href":835,"rel":838},[331],[18,840,841,844],{},[27,842],{"href":843},"https:\u002F\u002F30-floors-up.wiki\u002Fsurvival\u002F30-floors-up-food-guide",[27,845,843],{"href":843,"rel":846},[331],[18,848,849,852],{},[27,850],{"href":851},"https:\u002F\u002F30-floors-up.wiki\u002Fsurvival\u002F30-floors-up-apartment-defense-guide",[27,853,851],{"href":851,"rel":854},[331],[18,856,857,860],{},[27,858],{"href":859},"https:\u002F\u002F30-floors-up.wiki\u002Fsurvival\u002F30-floors-up-stealth-guide",[27,861,859],{"href":859,"rel":862},[331],{"title":357,"searchDepth":358,"depth":358,"links":864},[865,866,867,876,877,878],{"id":574,"depth":358,"text":575},{"id":588,"depth":358,"text":589},{"id":601,"depth":358,"text":602,"children":868},[869,870,871,872,873,874,875],{"id":605,"depth":133,"text":606},{"id":614,"depth":133,"text":615},{"id":626,"depth":133,"text":627},{"id":633,"depth":133,"text":634},{"id":640,"depth":133,"text":641},{"id":652,"depth":133,"text":653},{"id":659,"depth":133,"text":660},{"id":666,"depth":358,"text":667},{"id":745,"depth":358,"text":746},{"id":800,"depth":358,"text":801,"children":879},[880,881,882],{"id":804,"depth":133,"text":805},{"id":811,"depth":133,"text":812},{"id":818,"depth":133,"text":819},"Survival","Survive the first days in 30 floors up by securing clean water before Day 3, managing Hunger and Thirst, and building a safe apartment routine.",[886,887,888],{"question":805,"answer":808},{"question":812,"answer":815},{"question":819,"answer":822},"30 floors up","30 Floors Up Survival Guide",[892,893,894,895],"Fill containers with Clean Water before the Day 3 cutoff.","Treat Rain, Roof Tank, and Basement Cistern water before drinking.","Keep Hunger and Thirst above 20 and secure the apartment before sleeping.","Use short scavenging trips and recover before Fatigue or Health collapses.",{"bodyType":390},"\u002Fsurvival","8 min read",{"title":569,"description":884},{"loc":897,"lastmod":393},[],"en\u002Fsurvival\u002Fsurvival",[889,402,904,401],"water","0Ddy_PgDBWFHbYNCLfPRKaJ76igqVwJziDlHG6STU98",[907],{"id":908,"title":909,"author":910,"body":911,"category":1149,"coverLabel":372,"coverTone":373,"description":1150,"draft":375,"extension":376,"faq":1151,"featured":375,"game":24,"h1":1157,"keyTakeaways":1158,"meta":1163,"navigation":391,"path":1165,"publishedAt":393,"readTime":1166,"seo":1167,"sitemap":1168,"statCards":1169,"stem":1170,"tags":1171,"updatedAt":393,"__hash__":1172},"base_defense\u002Fen\u002Fbase-defense\u002Fbase-defense.md","30 Floors Up Base Defense Guide","Cross-Flow",{"type":10,"value":912,"toc":1134},[913,916,919,923,926,930,933,938,942,945,948,951,955,958,961,964,968,971,974,977,997,1000,1004,1007,1012,1015,1041,1044,1048,1051,1054,1057,1061,1065,1068,1072,1075,1079,1082,1086,1089,1093,1096],[18,914,915],{},"Base defense in 30 Floors Up starts with a layered safe room, not a single locked door. Use Apartment 3004 on Floor 30 as the operating base: close the curtains, lock the doors and windows, move furniture behind the main entrance, and keep food, water, medical items, tools, and weapons where they can be reached quickly. Reinforce damaged entry points with the correct materials, keep noise down when infected are nearby, and treat Day 3's water and power changes as the first major preparation deadline.",[18,917,918],{},"The aim is to buy time and preserve options. A lock slows an entry, furniture adds another obstruction, and a repaired door or vent restores a damaged barrier. None of these makes the apartment permanently safe. If the door is breached, you need a route around the infected, enough health and stamina to move, and supplies for recovery.",[13,920,922],{"id":921},"apartment-3004-defense-priorities","Apartment 3004 Defense Priorities",[18,924,925],{},"The following records describe what each defensive layer does and when it matters. Use them in order: conceal the room, secure the openings, add a physical delay, then repair what has taken damage.",[92,927],{":columns":928,":rows":929},"[{\"key\":\"defense\",\"label\":\"Defense or tool\"},{\"key\":\"purpose\",\"label\":\"What it does\"},{\"key\":\"requirement\",\"label\":\"What you need\"},{\"key\":\"decision\",\"label\":\"Best use\"}]","[[\"Curtains\",\"Reduce visible activity from outside\",\"A usable window\",\"Close them during setup and before sleep\"],[\"Door or window lock\",\"Slows or prevents normal entry\",\"The opening must close\",\"Secure every opening before night\"],[\"Furniture brace\",\"Adds a physical obstruction\",\"Movable desk, couch, chair, or table\",\"Brace the main entrance when you can accept the moving noise\"],[\"Door repair\",\"Restores a damaged door or defense structure\",\"Plank, Box of Screws, Hammer or Screwdriver\",\"Repair after a breach attempt when the area is quiet enough\"],[\"Plank\",\"Boards a door, vent, or temporary barrier\",\"A found plank\",\"Spend it on an opening that protects a useful route\"],[\"Box of Screws\",\"Fastens repairs or reinforcement\",\"A found box; two uses are recorded\",\"Save it for a repair that keeps a key barrier usable\"],[\"Radio decoy\",\"Draws infected toward its sound\",\"Radio and AA Batteries\",\"Redirect attention away from your movement or base\"],[\"Low-noise movement\",\"Reduces attention drawn by actions\",\"No item; crouch and move carefully\",\"Use near the apartment or during a retreat\"]]",[18,931,932],{},"Locks are the minimum layer. The opening has to close for the lock interaction to work, and the opening can still become a problem if infected keep attacking it. Furniture is a delay rather than a replacement for the lock: push a desk, couch, chair, or table into position, but remember that moving it creates noise and may obstruct your own escape.",[125,934],{":segments":935,"description":936,"title":937,"videoId":145},"[{\"start\":452,\"label\":\"Push a desk toward the entrance to block the door\"}]","This moment supports the furniture-bracing step by showing the desk positioned at the entrance to block people or infected from passing through the door.","Brace the Apartment 3004 entrance with furniture",[13,939,941],{"id":940},"materials-and-defensive-interactions","Materials and Defensive Interactions",[18,943,944],{},"Base defense depends on ordinary scavenged items rather than a separate construction menu. Planks and Boxes of Screws are the important repair materials. A plank can board a door or vent and can contribute to a temporary barrier. A Box of Screws is recorded as having two uses, so avoid spending the last use on a low-value obstruction when the main door or a necessary route needs repair.",[18,946,947],{},"The Hammer and Screwdriver are not interchangeable in every situation, but both are listed as tools for repairs. The Hammer also works as a melee weapon, with a recorded base damage of 23. Hammering is loud—about 55 noise in the available reference—so do not stand at a damaged entrance making repeated repairs while infected are already concentrated nearby. If you have a choice, create distance first, use a quieter opportunity, or prepare an alternate route before committing to the repair.",[18,949,950],{},"The exact durability of doors, furniture braces, and planks is not established in the available game references. Do not plan around a precise number of hits or assume one furniture type lasts longer than another. Watch the current state of the opening and repair prompt in the game instead. The practical rule is to use multiple layers and to leave yourself a way out.",[13,952,954],{"id":953},"noise-around-the-base","Noise Around the Base",[18,956,957],{},"Noise changes whether a defense buys you time or advertises your position. The recorded movement levels put crouching at about 6, walking at about 14, and sprinting at about 32. Moving furniture is also noisy, with the desk-bracing reference recording about 38. Repairs with a Hammer are louder still at about 55. These figures are useful for comparing actions, not promises of an exact detection radius.",[18,959,960],{},"Close doors to reduce sound travel, crouch when you are repositioning near the base, and avoid sprinting through the apartment unless the breach has already forced an emergency move. Turn routine preparation into a quiet sequence: secure the openings, organize supplies, then stop unnecessary movement. A television, generator, or other loud activity should not be treated as harmless background while you are trying to hide.",[18,962,963],{},"A radio can reverse the noise problem by becoming a decoy. With AA Batteries installed, choose a low or high volume based on the job. The recorded levels are about 22 at low volume and about 90 at high volume; the radio continues attracting infected while it plays. Low volume is the more restrained option for a nearby diversion. High volume is a stronger but riskier distraction when you need to pull attention toward another room or corridor. Turn the idea into a route: start the decoy, move while the infected investigate, and do not assume the radio has made the apartment safe.",[13,965,967],{"id":966},"day-3-preparation-and-sleep","Day 3 Preparation and Sleep",[18,969,970],{},"Day 3 is the first hard base-defense deadline because water and power stop being dependable. Before that change, collect and store water in containers, and keep food, medical supplies, candles, flashlights, and AA Batteries in Apartment 3004 or another location you can reach without a dangerous detour. A bathtub can serve as a practical place to group water containers, but the important decision is having water secured before the cutoff rather than relying on a later refill.",[18,972,973],{},"Power loss makes lighting and battery planning part of defense. Candles and flashlights help with night movement and repairs; AA Batteries also support the radio decoy. A generator can provide power, but its continuous noise can attract attention, so it is a tradeoff rather than an automatic upgrade. Use it when the benefit of visibility or equipment outweighs the exposure, and avoid leaving it running simply because it is available.",[18,975,976],{},"Before sleeping, complete a short security check:",[110,978,979,982,985,988,991,994],{},[46,980,981],{},"Close the curtains and confirm that doors and windows are shut.",[46,983,984],{},"Lock every opening that can be secured.",[46,986,987],{},"Check that the main entrance is not blocked in a way that prevents your own movement.",[46,989,990],{},"Put food, water, medicine, and a weapon within practical reach.",[46,992,993],{},"Confirm that a bed or other usable sleeping place remains available.",[46,995,996],{},"Stop loud actions and listen for infected or other activity outside.",[18,998,999],{},"The sleep objective and the recorded player sequence both make “lock up for the night” and finding a sleeping place part of the base routine. A bed that has been moved or an unusable room can turn a successful defense into a failed recovery attempt, so do not sacrifice every clear floor space to barricades.",[13,1001,1003],{"id":1002},"when-the-door-gives-way","When the Door Gives Way",[18,1005,1006],{},"If infected remove the apartment door, switch from maintenance to incident response. Do not keep interacting with a broken barrier as though it were still a lockable entrance. Move through the safest available route, use a weapon only when fighting is safer than movement, and keep medical supplies available for the damage you may take. The recorded gameplay shows the player fighting infected and trying to escape after the apartment door is taken down; that is a reminder that the base is a fallback point, not a permanent bunker.",[125,1008],{":segments":1009,"description":1010,"title":1011,"videoId":130},"[{\"start\":373,\"label\":\"Fight infected and try to escape after the door falls\"}]","This moment supports the breach-recovery guidance by showing the player respond to the apartment door being taken down by fighting infected and trying to escape.","Escape after the Apartment 3004 door is breached",[18,1013,1014],{},"The best response depends on what is already in the room:",[43,1016,1017,1023,1029,1035],{},[46,1018,1019,1022],{},[22,1020,1021],{},"The hallway is open:"," leave the immediate doorway, create distance, and circle back after the infected lose pressure.",[46,1024,1025,1028],{},[22,1026,1027],{},"The infected are clustered at the entrance:"," use a radio decoy in another room or corridor only if you can deploy it without trapping yourself, then move along the alternate route.",[46,1030,1031,1034],{},[22,1032,1033],{},"The door is damaged but still usable:"," repair it with the required plank, screws, and tool when the area is quiet enough; do not spend time hammering while targets are already at the threshold.",[46,1036,1037,1040],{},[22,1038,1039],{},"Health or stamina is low:"," prioritize retreat, treatment, and a clear path over another attempt to brace the same entrance.",[18,1042,1043],{},"These are decision rules, not guarantees. The available references do not establish exact breach timing, damage thresholds, or how long a particular brace holds. Keep one route clear, avoid storing every essential item behind the same door, and be ready to abandon the room temporarily.",[13,1045,1047],{"id":1046},"defense-limits-and-long-term-planning","Defense Limits and Long-Term Planning",[18,1049,1050],{},"Base defense supports progression; it does not replace it. Apartment 3004 is the starting base on Floor 30 and a useful place to sleep, sort supplies, recover, and prepare another trip. The elevator stopping and the need to use stairs or corridors increase exposure during scavenging, so balance repair work against the supplies you still need to collect.",[18,1052,1053],{},"Survivors can also change the pressure at the entrance. Daniel and other survivors may ask to enter. Opening the door can provide information or help, but it also creates a timing risk when infected are close. Check the outside situation before opening, and do not unlock a carefully prepared entrance without a reason to accept the added exposure.",[18,1055,1056],{},"Finally, a strong apartment setup is not the same as completing the run. The timeline includes a larger migration event around Day 15, and the wider progression route still points toward keys, vertical movement, and rooftop extraction objectives. Use the base to conserve health and resources between trips, then leave it when the route forward requires it. The most reliable defense is layered protection plus a planned exit, not an untested claim that one lock, one plank, or one piece of furniture can hold forever.",[13,1058,1060],{"id":1059},"first-time-30-floors-up-base-defense-questions","First-time 30 Floors Up base defense questions",[282,1062,1064],{"id":1063},"is-apartment-3004-the-main-base-for-a-run","Is Apartment 3004 the main base for a run?",[18,1066,1067],{},"Yes. Apartment 3004 on Floor 30 is the starting safe room used for storage, sleep, recovery, and organizing supplies. It is a strong fallback location, but it is not confirmed to be permanently secure against a sustained breach.",[282,1069,1071],{"id":1070},"should-i-lock-the-door-or-move-furniture-first","Should I lock the door or move furniture first?",[18,1073,1074],{},"Do both when possible: close and lock the opening, then place a desk, couch, chair, or table behind it. Moving furniture creates noise and can block your own route, so leave enough space to retreat.",[282,1076,1078],{"id":1077},"what-do-i-need-to-repair-a-damaged-door","What do I need to repair a damaged door?",[18,1080,1081],{},"The recorded repair requirements are a Plank, a Box of Screws, and either a Hammer or Screwdriver. Hammer repairs are loud, so repair only when you have enough distance or a quiet opportunity.",[282,1083,1085],{"id":1084},"how-should-i-use-a-radio-near-the-base","How should I use a radio near the base?",[18,1087,1088],{},"Use a battery-powered radio as a decoy to pull infected toward another room or corridor. Low volume is recorded at about 22 noise and high volume at about 90; it keeps attracting infected while it plays, so move along a route rather than assuming the distraction removes the threat.",[282,1090,1092],{"id":1091},"what-should-i-prepare-before-day-3","What should I prepare before Day 3?",[18,1094,1095],{},"Secure water before the water cutoff, then keep food, medicine, candles, a flashlight, and AA Batteries accessible in the base. Day 3 also brings power loss, so plan for darker repairs and weigh a generator's noisy continuous power against its exposure risk.",[311,1097,1098,1104,1111,1119,1126],{},[314,1099,1100,1102],{},[317,1101,319],{},[317,1103,322],{},[18,1105,1106,1108],{},[27,1107],{"href":327},[27,1109,327],{"href":327,"rel":1110},[331],[18,1112,1113,1116],{},[27,1114],{"href":1115},"https:\u002F\u002F30-floors-up.wiki\u002F",[27,1117,1115],{"href":1115,"rel":1118},[331],[18,1120,1121,1123],{},[27,1122],{"href":352},[27,1124,352],{"href":352,"rel":1125},[331],[18,1127,1128,1131],{},[27,1129],{"href":1130},"https:\u002F\u002Fwww.youtube.com\u002Fwatch?v=6cIE7GXK8DY",[27,1132,1130],{"href":1130,"rel":1133},[331],{"title":357,"searchDepth":358,"depth":358,"links":1135},[1136,1137,1138,1139,1140,1141,1142],{"id":921,"depth":358,"text":922},{"id":940,"depth":358,"text":941},{"id":953,"depth":358,"text":954},{"id":966,"depth":358,"text":967},{"id":1002,"depth":358,"text":1003},{"id":1046,"depth":358,"text":1047},{"id":1059,"depth":358,"text":1060,"children":1143},[1144,1145,1146,1147,1148],{"id":1063,"depth":133,"text":1064},{"id":1070,"depth":133,"text":1071},{"id":1077,"depth":133,"text":1078},{"id":1084,"depth":133,"text":1085},{"id":1091,"depth":133,"text":1092},"Base Defense","Build layered protection in Apartment 3004, manage noise, prepare for Day 3, and recover when infected breach the base in 30 Floors Up.",[1152,1153,1154,1155,1156],{"question":1064,"answer":1067},{"question":1071,"answer":1074},{"question":1078,"answer":1081},{"question":1085,"answer":1088},{"question":1092,"answer":1095},"30 Floors Up Base Defense",[1159,1160,1161,1162],"Layer locks, furniture, and repairs instead of relying on one barrier.","Keep noise low around Apartment 3004 and use radios as controlled decoys.","Store water and lighting supplies before Day 3.","Keep an escape route ready because a breach can still happen.",{"bodyType":1164},"reference-catalog","\u002Fbase-defense\u002Fbase-defense","9 min read",{"title":909,"description":1150},{"loc":1165,"lastmod":393},[],"en\u002Fbase-defense\u002Fbase-defense",[24,1149,883],"ymWEYiWYxDRvYj9iqn7En1Hkc4dNPh0ib8QLwzoTemQ",[1174],{"id":1175,"title":1176,"author":1177,"body":1178,"category":1589,"coverLabel":372,"coverTone":373,"description":1590,"draft":375,"extension":376,"faq":1591,"featured":375,"game":889,"h1":1598,"keyTakeaways":1599,"meta":1604,"navigation":391,"path":1605,"publishedAt":393,"readTime":1166,"seo":1606,"sitemap":1607,"statCards":1608,"stem":1609,"tags":1610,"updatedAt":393,"__hash__":1613},"scavenging\u002Fen\u002Fscavenging\u002Fscavenging.md","30 Floors Up Scavenging Guide","30 Floors Up Guide Team",{"type":10,"value":1179,"toc":1577},[1180,1184,1194,1227,1231,1234,1245,1253,1257,1260,1262,1266,1297,1317,1322,1326,1363,1368,1423,1427,1430,1493,1497,1501,1510,1514,1521,1525,1538],[13,1181,1183],{"id":1182},"what-to-bring-back-from-your-first-search","What to bring back from your first search",[18,1185,1186,1187,1189,1190,1193],{},"Scavenging in ",[22,1188,24],{}," means leaving the starting apartment, searching nearby rooms and shared areas, and returning with supplies that improve your next decision. Your first target is not a cleared floor. It is a safe, useful haul: secure drinking water while taps still work, collect food for the ",[422,1191,1192],{},"Pantry",", and bring back one tool, weapon, or medical item that makes the next trip safer.",[18,1195,1196,1197,472,1200,472,1203,1206,1207,1210,1211,1214,1215,1218,1219,1222,1223,1226],{},"Start by checking ",[422,1198,1199],{},"Hunger",[422,1201,1202],{},"Thirst",[422,1204,1205],{},"Fatigue",", and ",[422,1208,1209],{},"Stamina",". Take a weapon or tool, a ",[422,1212,1213],{},"Bandage"," if you have one, and only the containers you can carry without ruining your retreat. A ",[422,1216,1217],{},"Bottle"," is a light one-litre option. A ",[422,1220,1221],{},"Bucket"," holds 10 litres but uses both hands and cannot enter vents; a ",[422,1224,1225],{},"Jerry Can"," holds 20 litres and is even more restrictive. If you are still before the utility shutdown, water is the highest-priority search result. The available records place tap shutdown on Day 3, but do not provide a precise countdown, so use the current game state rather than waiting for a particular minute.",[13,1228,1230],{"id":1229},"how-a-scavenging-trip-changes-state","How a scavenging trip changes state",[18,1232,1233],{},"This is a session-based, branching process. You begin at the apartment, choose a nearby search objective, and then decide whether to continue, change routes, or return when the risk or carry load rises. A room may contain food, tools, medicine, a weapon, a key, a survivor, a zombie, or nothing useful. The result is therefore a decision point, not a fixed loot sequence.",[18,1235,1236,1237,1240,1241,1244],{},"The building offers several ways to move. Stairs, lift areas, corridors, vents, and other vertical routes connect parts of the building, but some doors are locked and some stairs or rooms are blocked. The lift should not be treated as a permanent plan after power problems. A ",[422,1238,1239],{},"Screwdriver"," can open a vent, while a ",[422,1242,1243],{},"Bolt Cutter"," can remove chains or other locked route obstacles; neither replaces the other. Keys can open particular apartments, maintenance rooms, or lift landings, but the exact location of every key and the complete escape route are not established.",[18,1246,1247,1248,1252],{},"Each trip has two linked outcomes. The immediate outcome is what reaches the apartment: water, food, healing, tools, batteries, or progression items. The longer-term outcome is whether you return quietly enough, with enough stamina, and through a route you can repeat. Opening doors, sprinting, fighting, and using loud tools can attract infected. Carrying a full bucket or jerry can may improve your reserve while making a chase or vent detour impossible. Plan the return before taking a heavy item; the ",[27,1249,1251],{"href":897,"target":30,"rel":1250},[32,33],"survival guide"," explains how to prioritize the haul against your meters.",[13,1254,1256],{"id":1255},"water-tools-and-rooms-that-matter","Water, tools, and rooms that matter",[18,1258,1259],{},"Use the following as a practical priority list rather than a promise that every location always contains the item.",[75,1261],{"id":77},[92,1263],{":columns":1264,":rows":1265},"[{\"key\":\"target\",\"label\":\"Search target\"},{\"key\":\"role\",\"label\":\"What it changes\"},{\"key\":\"use\",\"label\":\"Beginner decision\"}]","[[\"Tap or bathtub\",\"Fills containers before supply stops\",\"Fill water before chasing low-priority loot\"],[\"Bottle\",\"Carries 1 L with little movement penalty\",\"Take it on a vent or reconnaissance route\"],[\"Bucket\",\"Carries 10 L but needs both hands\",\"Use for a short water haul, not a vent trip\"],[\"Jerry Can\",\"Carries 20 L for stockpiling\",\"Take it only when the return route is clear\"],[\"Cabinets, refrigerators, and pantry\",\"Turns searched food into an organized reserve\",\"Bring food home and store it before the next outing\"],[\"Screwdriver and vents\",\"Opens an alternate passage\",\"Carry it when a blocked corridor makes a light route useful\"],[\"Can Opener and canned food\",\"Makes tinned food usable\",\"Keep the opener before counting cans as meals\"],[\"Bandage, hammer, and batteries\",\"Supports recovery, defense, light, or radio use\",\"Keep one useful safety item instead of filling every slot\"]]",[18,1267,1268,1269,472,1272,472,1275,1206,1278,1281,1282,1285,1286,1289,1290,1293,1294,1296],{},"Food is not interchangeable. ",[422,1270,1271],{},"Tinned Tomatoes",[422,1273,1274],{},"Tinned Corn",[422,1276,1277],{},"Tinned Fish",[422,1279,1280],{},"Tinned Peas"," require a ",[422,1283,1284],{},"Can Opener","; ",[422,1287,1288],{},"Crackers"," provide a quick dry option; ",[422,1291,1292],{},"Rice"," produces more portions but needs a stove, water, and fuel. Bring food back to the ",[422,1295,1192],{}," rather than spending the whole trip searching for a perfect meal.",[18,1298,1299,1300,1302,1303,1305,1306,1309,1310,1313,1314,1316],{},"Tools also have distinct jobs. The ",[422,1301,1239],{}," is the vent tool. The ",[422,1304,1243],{}," is for chains, padlocks, or blocked access. A ",[422,1307,1308],{},"Hammer"," is both a basic weapon and a repair or barricade tool. ",[422,1311,1312],{},"AA Batteries"," support flashlights and radios, and ",[422,1315,1213],{}," helps after damage. Keep keys and batteries when they may open the next branch, even if they do not immediately satisfy hunger or thirst.",[125,1318],{":segments":1319,"description":1320,"title":1321,"videoId":145},"[{\"start\":503,\"label\":\"Use the screwdriver to open vents and find medicine\"}]","This moment supports the screwdriver-and-vent route and the apartment search for medicine and a bandage described in this section.","Use a screwdriver and find medicine while scavenging",[13,1323,1325],{"id":1324},"your-first-apartment-to-return-run","Your first apartment-to-return run",[110,1327,1328,1343,1357],{},[46,1329,1330,1333,1334,472,1336,472,1338,1206,1340,1342],{},[22,1331,1332],{},"Set a small objective at the apartment."," Decide whether this trip is for water, food, a tool, or a route item. Check ",[422,1335,1199],{},[422,1337,1202],{},[422,1339,1205],{},[422,1341,1209],{},", equip a weapon, and leave space for the target. The checkpoint is a loadout that still allows you to retreat; if it is already too heavy, remove a low-priority item before leaving.",[46,1344,1345,1348,1349,1351,1352,425,1354,1356],{},[22,1346,1347],{},"Secure water before widening the search."," If taps or the bathtub still work, fill a ",[422,1350,1217],{}," first, then use a ",[422,1353,1221],{},[422,1355,1225],{}," only if you can return without needing a vent. Store the water in the apartment as soon as practical. The state change you want is a reserve that survives the next trip; do not assume the taps will remain available until the end of the run.",[46,1358,1359,1362],{},[22,1360,1361],{},"Search the nearest safe containers."," Check cabinets, refrigerators, tables, toolboxes, and other interactive containers in the closest reachable room. Move quietly when possible: crouching is listed at noise level 6, walking at 14, and sprinting at 32. The checkpoint is a clear route back and a useful item in hand. If the room is empty, do not turn an empty result into a reason to cross several floors without a new objective.",[125,1364],{":segments":1365,"description":1366,"title":1367,"videoId":130},"[{\"start\":50,\"label\":\"Fill and store water, then gather food\"}]","This moment demonstrates the water and food collection loop behind filling containers, storing water, and bringing apartment food back to the pantry.","Collect water and food for the apartment",[110,1369,1370,1376,1388,1399,1408],{"start":148},[46,1371,1372,1375],{},[22,1373,1374],{},"React to the room result before opening another door."," A zombie changes the task to survival; a survivor or empty room changes it to route choice; food, medicine, a tool, or a key may justify one more search. Close or manage doors when that helps contain noise, and do not sprint simply because a container has not opened yet. If fighting is unavoidable, preserve stamina for the retreat instead of treating every room as a mandatory clear.",[46,1377,1378,1381,1382,1384,1385,1387],{},[22,1379,1380],{},"Use the correct tool for the next access point."," Carry the ",[422,1383,1239],{}," to an accessible vent when a corridor is blocked and you are light enough to crouch through it. Use the ",[422,1386,1243],{}," for a chained or padlocked route. Check keys against the relevant apartment, maintenance room, or lift landing. The checkpoint is confirmed access, not merely holding a tool; if the route stays blocked, mark it as a later objective and return rather than guessing the key or destination.",[46,1389,1390,1393,1394,425,1396,1398],{},[22,1391,1392],{},"Choose the haul that matches the exit."," Take food, a medical item, or a small tool when the return is uncertain. Take a ",[422,1395,1221],{},[422,1397,1225],{}," only when the route is short and no vent transition is required. Large water containers improve storage but reduce mobility, so a smaller partial haul can be the safer completion state.",[46,1400,1401,1404,1405,1407],{},[22,1402,1403],{},"Return by the route you already verified."," Watch ",[422,1406,1209],{},", noise, doors, and the position of infected. Do not depend on the lift if the building has lost power; use stairs or an established alternate route where available. The completion checkpoint is reaching the starting apartment with the item still in your inventory and without spending the supplies needed for the next outing.",[46,1409,1410,1413,1414,1416,1417,1419,1420,1422],{},[22,1411,1412],{},"Process the result before repeating the trip."," Put food in the ",[422,1415,1192],{},", pour or store water, and retain ",[422,1418,1213],{},", weapons, batteries, keys, and progression tools. Then choose the next objective from what changed: water after a successful food trip, a ",[422,1421,1284],{}," after finding cans, or a route tool after finding a blocked access point. This creates a controlled sequence of short decisions instead of an unsupported promise that every floor must be searched.",[13,1424,1426],{"id":1425},"priorities-when-a-run-goes-wrong","Priorities when a run goes wrong",[18,1428,1429],{},"Use these recovery pairs instead of trying to rescue every haul.",[43,1431,1432,1438,1444,1453,1462,1471,1480],{},[46,1433,1434,1437],{},[22,1435,1436],{},"You carry a full bucket and discover a vent."," Leave the bucket in a safe, known location or return with it; do not force the vent route. Switch to a bottle or a lighter scouting trip on the next attempt.",[46,1439,1440,1443],{},[22,1441,1442],{},"The tap shuts off before you fill enough containers."," Treat stored water as the immediate reserve, then look for rain collection or another processable source. Do not assume untreated rain or cistern water is safe without the required treatment.",[46,1445,1446,1449,1450,1452],{},[22,1447,1448],{},"A door or corridor draws infected."," Stop opening adjacent rooms, close distance quietly, and retreat through the route you confirmed earlier. If you are already hurt, use a ",[422,1451,1213],{}," and abandon low-value items before trying to outrun the problem.",[46,1454,1455,1461],{},[22,1456,1457,1458,1460],{},"You find cans but no ",[422,1459,1284],{},"."," Store the cans and search for the opener on a later, safer trip. Count only food you can currently prepare when deciding whether to risk another room.",[46,1463,1464,1467,1468,1470],{},[22,1465,1466],{},"A blocked stair or locked landing stops progress."," Record the obstacle and return rather than spending stamina on repeated attempts. Bring the relevant ",[422,1469,1243],{},", screwdriver, or key when the next trip has a concrete access goal.",[46,1472,1473,1476,1477,1479],{},[22,1474,1475],{},"You search several rooms and find almost nothing."," Return with the best small item, reorganize the ",[422,1478,1192],{},", and change the next objective. Resource locations and refresh behavior are not reliable enough to justify a blind deep run.",[46,1481,1482,1485,1486,472,1489,1492],{},[22,1483,1484],{},"You lose the planned exit after taking a progression item."," Stop collecting and prioritize a verified return. ",[422,1487,1488],{},"Triangular Key",[422,1490,1491],{},"Roof Key",", and batteries may support later progress, but the complete relationship between those items and every floor entrance is not confirmed; surviving with the item is more valuable than guessing.",[13,1494,1496],{"id":1495},"first-time-30-floors-up-scavenging-questions","First-time 30 Floors Up scavenging questions",[282,1498,1500],{"id":1499},"can-you-carry-a-bucket-through-a-vent-in-30-floors-up","Can you carry a Bucket through a vent in 30 Floors Up?",[18,1502,1503,1504,1506,1507,1509],{},"No. The ",[422,1505,1221],{}," needs both hands and cannot be taken into vents, so leave it for a direct return route and use a ",[422,1508,1217],{}," for light vent scouting.",[282,1511,1513],{"id":1512},"what-should-you-do-with-untreated-rain-or-cistern-water","What should you do with untreated rain or cistern water?",[18,1515,1516,1517,1520],{},"Treat it before drinking. ",[422,1518,1519],{},"Treatment Tablets"," are used to make untreated rain or cistern water safe, so do not count those sources as ready-to-drink water.",[282,1522,1524],{"id":1523},"why-should-you-keep-a-can-opener-while-scavenging","Why should you keep a Can Opener while scavenging?",[18,1526,1527,472,1529,472,1531,1206,1533,1281,1535,1537],{},[422,1528,1271],{},[422,1530,1274],{},[422,1532,1277],{},[422,1534,1280],{},[422,1536,1284],{},". Without one, the cans occupy inventory but do not immediately become usable food.",[311,1539,1540,1546,1554,1562,1570],{},[314,1541,1542,1544],{},[317,1543,319],{},[317,1545,322],{},[18,1547,1548,1551],{},[27,1549],{"href":1550},"https:\u002F\u002F30-floors-up.wiki\u002Fsurvival\u002F30-floors-up-scavenging-guide",[27,1552,1550],{"href":1550,"rel":1553},[331],[18,1555,1556,1559],{},[27,1557],{"href":1558},"https:\u002F\u002F30-floors-up.wiki\u002Fexploration\u002F30-floors-up-exploration-guide",[27,1560,1558],{"href":1558,"rel":1561},[331],[18,1563,1564,1567],{},[27,1565],{"href":1566},"https:\u002F\u002Fwww.youtube.com\u002Fwatch?v=rkgY6Wv8duM",[27,1568,1566],{"href":1566,"rel":1569},[331],[18,1571,1572,1574],{},[27,1573],{"href":1130},[27,1575,1130],{"href":1130,"rel":1576},[331],{"title":357,"searchDepth":358,"depth":358,"links":1578},[1579,1580,1581,1582,1583,1584],{"id":1182,"depth":358,"text":1183},{"id":1229,"depth":358,"text":1230},{"id":1255,"depth":358,"text":1256},{"id":1324,"depth":358,"text":1325},{"id":1425,"depth":358,"text":1426},{"id":1495,"depth":358,"text":1496,"children":1585},[1586,1587,1588],{"id":1499,"depth":133,"text":1500},{"id":1512,"depth":133,"text":1513},{"id":1523,"depth":133,"text":1524},"Scavenging","Plan safer 30 Floors Up scavenging runs by securing water, choosing useful rooms, carrying the right tools, and returning before noise or weight traps you.",[1592,1594,1596],{"question":1500,"answer":1593},"No. The Bucket needs both hands and cannot be taken into vents, so leave it for a direct return route and use a Bottle for light vent scouting.",{"question":1513,"answer":1595},"Treat it before drinking. Treatment Tablets are used to make untreated rain or cistern water safe, so do not count those sources as ready-to-drink water.",{"question":1524,"answer":1597},"Tinned Tomatoes, Tinned Corn, Tinned Fish, and Tinned Peas require a Can Opener. Without one, the cans occupy inventory but do not immediately become usable food.","30 Floors Up Scavenging",[1600,1601,1602,1603],"Fill light and large water containers before the Day 3 tap shutdown, but do not take heavy containers into vents.","Search nearby rooms first and keep a weapon, medical item, and verified retreat route before extending a run.","Use the Screwdriver for vents, the Bolt Cutter for chains, and the Can Opener before treating cans as usable meals.","Return with a smaller safe haul when noise, stamina, zombies, or blocked routes make a larger haul unreliable.",{"bodyType":390},"\u002Fscavenging\u002Fscavenging",{"title":1176,"description":1590},{"loc":1605,"lastmod":393},[],"en\u002Fscavenging\u002Fscavenging",[1611,904,1612,402],"scavenging","food","6DbWCCgnDWFUQsFvCPlHAbJk0S8bsWaaixf1P2GEAi8",[1615],{"id":1616,"title":1617,"author":8,"body":1618,"category":1805,"coverLabel":372,"coverTone":373,"description":1806,"draft":375,"extension":376,"faq":1807,"featured":375,"game":889,"h1":1811,"keyTakeaways":1812,"meta":1818,"navigation":391,"path":1819,"publishedAt":393,"readTime":1166,"seo":1820,"sitemap":1821,"statCards":1822,"stem":1823,"tags":1824,"updatedAt":393,"__hash__":1828},"combat\u002Fen\u002Fcombat\u002Fcombat.md","30 Floors Up Combat Guide: Weapons, Noise, and Survival",{"type":10,"value":1619,"toc":1791},[1620,1623,1627,1630,1634,1637,1640,1644,1647,1650,1655,1658,1661,1665,1668,1672,1675,1678,1682,1685,1688,1693,1696,1700,1703,1706,1709,1713,1716,1719,1722,1726,1729,1732,1736,1740,1743,1747,1750,1754,1757],[18,1621,1622],{},"Combat in 30 floors up is a last-resort space-management problem, not a simple damage race. Fighting is loud and costs Stamina, while an infected hit deals 16 damage normally or 28 damage with a heavy attack. Up to three infected can attack at once. The safest decision is usually to preserve an exit, close a door, or use a quieter route; fight when a corridor, room, or objective cannot be bypassed.",[13,1624,1626],{"id":1625},"choose-a-weapon-for-the-whole-trip","Choose a weapon for the whole trip",[18,1628,1629],{},"Every listed melee weapon can hurt an infected, but the best choice depends on whether you also need the item as a tool. A high Damage number does not describe reach, speed, noise, durability, or the value of keeping that item for a repair. Treat the table as a comparison of confirmed damage and stated use, not as a complete ranking of attack performance.",[92,1631],{":columns":1632,":rows":1633},"[{\"key\":\"weapon\",\"label\":\"Weapon\"},{\"key\":\"damage\",\"label\":\"Damage\"},{\"key\":\"combat_profile\",\"label\":\"Combat and other use\"}]","[[\"Spoon\",\"12\",\"Very fast; short reach\"],[\"Wrench\",\"16\",\"Useful for fixing pipes\"],[\"Knife\",\"18\",\"Fast; can pry things open\"],[\"Hammer\",\"23\",\"Useful for boarding doors and repairing barricades\"],[\"Crowbar\",\"25\",\"Heavy and slow; high damage\"],[\"Baseball Bat\",\"26\",\"Wide swings\"]]",[18,1635,1636],{},"Use the rows as a loadout decision. A Spoon is the lightest confirmed damage option but is described as very fast with short reach. A Hammer gives more damage and remains valuable for boarding or repairs. A Wrench is weaker than a Hammer but may be the correct carry if a pipe problem is part of the route. A Knife combines fast attacks with a prying use. The Crowbar and Baseball Bat have the highest listed damage, but their descriptions do not establish that either is always safer: the Crowbar is heavy and slow, while the Bat's wide swings can be a poor fit in a cramped room.",[18,1638,1639],{},"The weapon page is marked as incomplete, so the records do not confirm attack speed values, durability, hitboxes, stamina cost per swing, or whether damage changes by difficulty. Do not infer that a weapon with one more point of Damage will win every encounter. Keep one practical tool when possible, and avoid spending a Hammer or Wrench on a fight if the same item is needed to open a route or secure the apartment.",[13,1641,1643],{"id":1642},"read-the-danger-before-swinging","Read the danger before swinging",[18,1645,1646],{},"The infected are found in corridors, residences, stairwells, and vents. Before entering, identify the way back and check whether a door can separate you from the threat. Do not walk into a room until you know where you will recover, where you can turn, and whether another infected can approach from behind.",[18,1648,1649],{},"Runner is a faster infected type mentioned in play, but its exact health, damage, and movement values are not confirmed. Treat the name as a warning about speed rather than a reason to assume a special weakness. If a Runner or a group closes the distance, use a doorway, stair route, or other obstruction to break contact instead of trying to trade hits in the open.",[125,1651],{":segments":1652,"description":1653,"title":1654,"videoId":130},"[{\"start\":359,\"label\":\"Identify a fast infected as a Runner\"}]","This moment supports the warning about a fast Runner, multiple infected, fatigue, and the need to keep fighting when a retreat door is lost.","Spot a Runner before an infected encounter",[18,1656,1657],{},"Health makes being surrounded especially dangerous. One normal hit is 16 damage and a heavy hit is 28; three attackers can hit at the same time. On Hard, infected damage and health are reported as 25% higher; on Easy, both are reported as 20% lower. These difficulty adjustments make a one-hit or surround calculator useful for planning, but they do not replace checking your current Health and Stamina before entering a fight. A Bandage restores Health, and a teammate can revive a downed player in co-op, but neither option makes a bad corridor safe.",[75,1659],{"id":1660},"zombie-hit-survival",[13,1662,1664],{"id":1663},"noise-decides-what-comes-next","Noise decides what comes next",[18,1666,1667],{},"Noise attracts infected. The recorded scale is relative and the exact hearing-radius calculation is not established, so use it to compare actions rather than as a guaranteed safe threshold.",[92,1669],{":columns":1670,":rows":1671},"[{\"key\":\"action\",\"label\":\"Action\"},{\"key\":\"noise\",\"label\":\"Noise level\"},{\"key\":\"practical_choice\",\"label\":\"Combat implication\"}]","[[\"Crouching\",\"6\",\"Quietest listed movement\"],[\"Walking\",\"14\",\"Quieter approach than sprinting\"],[\"Falling\",\"24\",\"Can alert nearby infected\"],[\"Sprinting\",\"32\",\"Useful for escape, but announces movement\"],[\"Melee attack\",\"35\",\"Every swing can extend the encounter\"],[\"Dropping metal\",\"45\",\"Avoid near a planned fight\"],[\"Hammering repairs\",\"55\",\"Do loud work only with an exit or cover\"],[\"Shouting or glass breaking\",\"70\",\"Likely to draw a wider response\"],[\"Radio, high volume\",\"90\",\"Can serve as a deliberate lure\"],[\"Generator running\",\"110\",\"Continuous attention source\"]]",[18,1673,1674],{},"Crouching is quieter than Walking, and both are quieter than Sprinting or a melee attack. That does not mean crouching is always correct: it can leave you without enough Stamina or distance if a threat is already close. Sprint to reach a doorway or create separation, then stop making noise once the route is secure. Repeated noise in one place keeps attention there; moving quietly gives that alert a chance to fade.",[18,1676,1677],{},"A Radio can be used as a decoy. Low volume is listed at 22 and high volume at 90. Leave it playing in a room to pull infected away, then turn it off when you no longer need the pull. High volume covers a wider area and holds attention longer, but it also creates a much stronger signal. A radio is therefore a route tool, not a free combat win: plan where the infected will go and keep your own exit open.",[13,1679,1681],{"id":1680},"doors-make-better-combat-tools-than-open-space","Doors make better combat tools than open space",[18,1683,1684],{},"Closed and locked doors are the first line of defense. Closing a door reduces what carries through the doorway, and a braced door holds much longer than a locked door. Push furniture such as couches or chairs against a closed door when you need time to heal, sleep, sort supplies, or retreat. If a door is damaged, use Planks, Screws, and a Hammer to repair it; repairs can raise a door to 150 integrity, while a door starts at 100 and its lock starts at 50.",[18,1686,1687],{},"Use doors as checkpoints rather than as permanent safety. The infected can gather in halls, enter rooms, and break through doors, so check the condition of the barrier before resting. If you hear pressure on a door, move medical supplies and your next weapon toward the exit, then choose whether to reinforce, relocate, or leave by another route. A locked door buys less time than a braced one, and a barricade cannot help if you have blocked your only escape.",[125,1689],{":segments":1690,"description":1691,"title":1692,"videoId":145},"[{\"start\":2274,\"label\":\"Search for a Knife before infected break through\"}]","This moment supports the door-defense advice by showing infected about to break through and the player preparing a Knife for the encounter.","Prepare for infected breaking through a door",[18,1694,1695],{},"The Hammer and Box of Screws are especially valuable in this context. A Screwdriver can work with the Box of Screws to reinforce doors and secure furniture. Do not carry a combat tool into a dangerous floor without considering whether it is also your repair kit. If the choice is between a slightly stronger weapon and the material needed to hold a retreat door, the retreat door often protects more Health than the extra damage saves.",[13,1697,1699],{"id":1698},"use-routes-to-avoid-a-bad-fight","Use routes to avoid a bad fight",[18,1701,1702],{},"Combat becomes more manageable when you choose the route before the infected surround you. The Bathroom Vent on Floor 30 is a second way out; it requires crouching, and large items such as Buckets or Boards cannot pass through it. Individual vent grilles can be removed by taking out their screws. This makes the vent useful as an escape or bypass, but not as a place to carry every heavy barricade material.",[18,1704,1705],{},"The Elevator Shaft on Floor 28 can be opened by prying the hatch when the power is out. The Handcart Route is another staff route between the basement and Floor 10, used to move heavy supplies. These routes are not confirmed as universally safe, so check the destination before committing. A route that avoids a group is valuable only if it does not leave you trapped with low Stamina and no way back.",[18,1707,1708],{},"Tools also change the shape of a fight. A Bolt Cutter can cut chain-link fences, padlocks, and wire mesh, potentially opening a route around a stairwell or room. A Screwdriver can access vents and support repairs. Carrying the right tool may prevent a fight; carrying every tool may slow or limit the trip. Choose the smallest set that opens the objective and preserves one recovery option.",[13,1710,1712],{"id":1711},"handle-survivors-and-recovery-points","Handle survivors and recovery points",[18,1714,1715],{},"Not every dangerous room is a combat objective. Survivor outcomes can change what is safe to enter and what support is available. Daniel is in Apartment 3003; bringing a Box of Screws and Screwdriver lets you repair his door or barricade, but the decision window is 120 seconds. If ignored, he becomes a zombie and attacks. Mara is in Apartment 3005 and needs food to stay alive; if ignored, she becomes a zombie, while her room contains the Janitor Toolbox Key.",[18,1717,1718],{},"These interactions create a practical combat rule: check a survivor's requirement before opening a door or starting a fight. A repair or food delivery can prevent an additional hostile encounter, while ignoring the room may turn it into one. Arthur Hale in the Floor 28 workshop can teach the proper door-repair method, including placing a board across the frame and screwing it into the studs. That knowledge supports defense rather than direct damage, but it can determine whether you need to fight during the next breach.",[18,1720,1721],{},"After an encounter, do not immediately continue because the corridor is clear. Count your remaining Stamina, check Health, apply a Bandage when needed, and make sure the next door and retreat route are usable. Recover in a secured room, but recheck the door before sleeping. If Stamina is low, take a quieter route or return to a known barrier instead of sprinting deeper into the building.",[13,1723,1725],{"id":1724},"combat-limits-to-keep-in-mind","Combat limits to keep in mind",[18,1727,1728],{},"The confirmed records do not establish a complete combat victory condition, infected spawn schedule, total enemy roster, weapon durability, exact attack timing, or a precise hearing-radius formula. They also do not confirm a ranged weapon system or an accurate headshot multiplier. A spoken “headshot” description should not be used to build a ranged-combat strategy.",[18,1730,1731],{},"The most reliable combat plan is therefore conservative: preserve Stamina, keep a door or alternate route behind you, choose a weapon that still serves the trip, and treat each swing as a noise event. Fight only to create space, clear a necessary room, or reach a confirmed objective. When the objective can be reached through a vent, a cut chain, a repaired door, or a Radio decoy, avoiding the fight is usually the stronger combat decision.",[13,1733,1735],{"id":1734},"combat-questions-answered","Combat questions answered",[282,1737,1739],{"id":1738},"what-is-the-strongest-melee-weapon-in-30-floors-up","What is the strongest melee weapon in 30 floors up?",[18,1741,1742],{},"The Baseball Bat has the highest listed damage at 26, followed by the Crowbar at 25. That does not make either the safest choice: the Crowbar is heavy and slow, while the Bat has wide swings. Choose based on space, speed, and whether you need another item as a tool.",[282,1744,1746],{"id":1745},"how-many-infected-can-attack-at-once","How many infected can attack at once?",[18,1748,1749],{},"Up to three infected can attack at the same time. A normal hit deals 16 damage and a heavy hit deals 28, so break contact rather than standing still when several infected close in.",[282,1751,1753],{"id":1752},"can-a-radio-distract-infected","Can a Radio distract infected?",[18,1755,1756],{},"Yes. A Radio can be left playing as a decoy. Low volume is listed at noise 22 and high volume at 90; high volume draws attention over a wider area but also creates a stronger signal. Keep an exit open and turn it off when the diversion is no longer needed.",[311,1758,1759,1765],{},[314,1760,1761,1763],{},[317,1762,319],{},[317,1764,322],{},[18,1766,1767,1770,1773,1776,1779,1782,1785,1788],{},[27,1768],{"href":1769},"https:\u002F\u002F30-floors-up.fandom.com\u002Fwiki\u002FMelee_Weapons",[27,1771,1769],{"href":1769,"rel":1772},[331],[27,1774],{"href":1775},"https:\u002F\u002F30-floors-up.fandom.com\u002Fwiki\u002FNoise",[27,1777,1775],{"href":1775,"rel":1778},[331],[27,1780],{"href":1781},"https:\u002F\u002F30-floors-up.fandom.com\u002Fwiki\u002FInfection_%26_Health",[27,1783,1781],{"href":1781,"rel":1784},[331],[27,1786],{"href":1787},"https:\u002F\u002F30-floors-up.fandom.com\u002Fwiki\u002FDoors_%26_Bracing",[27,1789,1787],{"href":1787,"rel":1790},[331],{"title":357,"searchDepth":358,"depth":358,"links":1792},[1793,1794,1795,1796,1797,1798,1799,1800],{"id":1625,"depth":358,"text":1626},{"id":1642,"depth":358,"text":1643},{"id":1663,"depth":358,"text":1664},{"id":1680,"depth":358,"text":1681},{"id":1698,"depth":358,"text":1699},{"id":1711,"depth":358,"text":1712},{"id":1724,"depth":358,"text":1725},{"id":1734,"depth":358,"text":1735,"children":1801},[1802,1803,1804],{"id":1738,"depth":133,"text":1739},{"id":1745,"depth":133,"text":1746},{"id":1752,"depth":133,"text":1753},"Combat","Choose melee weapons, manage noise and Stamina, use doors and alternate routes, and survive infected encounters in 30 floors up.",[1808,1809,1810],{"question":1739,"answer":1742},{"question":1746,"answer":1749},{"question":1753,"answer":1756},"30 Floors Up Combat Guide",[1813,1814,1815,1816,1817],"Treat combat as a way to create space, not a damage race.","Use weapon damage alongside each item's speed, reach, and repair value.","Preserve Stamina and remember that every melee swing creates noise.","Use doors, Radios, vents, and tools to avoid being surrounded.","Check Health, Stamina, and the next retreat route after every encounter",{"bodyType":1164},"\u002Fen\u002Fcombat\u002Fcombat",{"title":1617,"description":1806},{"loc":1819,"lastmod":393},[],"en\u002Fcombat\u002Fcombat",[889,1825,1826,1827],"combat","weapons","zombies","L2r8eaJ58YvGgw0ah4A7XjqVy2lLSvCq4-pdrcpbNXc",[1830],{"id":1831,"title":1832,"author":8,"body":1833,"category":2154,"coverLabel":372,"coverTone":373,"description":2155,"draft":375,"extension":376,"faq":2156,"featured":375,"game":889,"h1":2161,"keyTakeaways":2162,"meta":2168,"navigation":391,"path":2169,"publishedAt":393,"readTime":394,"seo":2170,"sitemap":2171,"statCards":2172,"stem":2173,"tags":2174,"updatedAt":393,"__hash__":2176},"progression\u002Fen\u002Fprogression\u002Fprogression.md","30 Floors Up Progression: From Floor 30 to Extraction",{"type":10,"value":1834,"toc":2142},[1835,1838,1841,1845,1848,1851,1854,1863,1867,1870,1872,1922,1925,1929,1949,1954,1962,1967,1994,1998,2001,2033,2036,2080,2084,2088,2091,2095,2098,2102,2105,2109,2112],[18,1836,1837],{},"Start 30 Floors Up by treating Apartment 3004 on Floor 30 as your operating base, then push downward through the building while keeping enough water, food, health, and Stamina for the return. The long-term objective is not simply to reach a lower floor: survive the day-based hazards, prepare for the Day 3 utility cutoff, gather enough medical and utility supplies, and arrive at Rooftop Extraction before the final migration pressure overwhelms your route.",[18,1839,1840],{},"Your first session should establish three things: a stocked fallback room, a reliable way to move vertically after the elevator stops, and a routine for ending each night safely. Do not measure progress only by the furthest floor visited. A short trip that returns with water, medicine, or a route-opening tool can advance a run more than a risky descent that leaves you injured and unable to get home.",[13,1842,1844],{"id":1843},"how-the-building-route-advances","How the building route advances",[18,1846,1847],{},"Progression is a linear survival run with route choices inside each stage. You begin in Apartment 3004, explore nearby upper floors, move through blocked corridors and alternate vertical paths, and gradually reach lower resource areas before making the final climb or route change toward the Rooftop. A death ends that run. Reaching the roof is also not the final checkpoint: you must wait at the extraction point and board the helicopter.",[18,1849,1850],{},"The calendar creates the main gates. Before Day 3, water, electricity, and telephone service are available for initial preparation. On Day 3, those utilities are recorded as shutting down and the elevator stops working, so future movement relies more heavily on stairs, the Bathroom Vent, the Elevator Shaft, and other walkable service routes. The exact in-game timing can vary or may not be fully verified, so use the current day and utility state on your screen rather than assuming you have a fixed number of minutes.",[18,1852,1853],{},"The middle of the run is a resource-and-route phase. Floor 19's Kitchen Level can support food searches, Floor 11's clinic can supply medical items, and B1's parking garage contains a large cistern and a Generator Room. These destinations are useful because they answer different survival problems, but they are not automatically safe. Corridors can contain infected, blocked doors can redirect you, and heavier containers can make a retreat harder.",[18,1855,1856,1857,1862],{},"The final progression gate is Day 15's Great Migration. The recorded event creates a large infected movement through the building, but its exact timing and trigger may depend on the current version or server. Treat it as a deadline for finishing your supplies and route plan, not as a reason to wait inside a dangerous hallway. Once you have a viable roof route, reserve enough health and Stamina to reach the rooftop, wait at the designated point, and board the helicopter; the ",[27,1858,1861],{"href":1859,"target":30,"rel":1860},"\u002Fcombat",[32,33],"combat guide"," explains when fighting is safer than forcing a blocked route.",[13,1864,1866],{"id":1865},"resources-and-routes-that-decide-a-run","Resources and routes that decide a run",[18,1868,1869],{},"These systems determine whether a floor visit becomes progress or a failed detour:",[75,1871],{"id":77},[43,1873,1874,1880,1886,1892,1898,1904,1910,1916],{},[46,1875,1876,1879],{},[22,1877,1878],{},"Apartment 3004:"," Your Floor 30 starting room is the place to sort supplies, recover, sleep, and stage the next trip. Keep a fallback stock here instead of carrying everything into the building.",[46,1881,1882,1885],{},[22,1883,1884],{},"Water and Thirst:"," Water is the most important pre-Day 3 preparation because normal service is recorded as ending at that cutoff. Fill available containers before the shutdown, and treat the B1 cistern, rooftop tank, or rain collection as possible later sources only when the current route lets you use them safely.",[46,1887,1888,1891],{},[22,1889,1890],{},"Hunger and Rations:"," Food keeps longer trips possible, but a ration setting can consume supplies faster than expected. Pack enough for the planned distance and the return, not just the destination.",[46,1893,1894,1897],{},[22,1895,1896],{},"Health, Infection, and Bandages:"," Floor 11's clinic is a useful medical objective. Damage or infection reduces the margin for the next route, so stop and recover instead of turning one bad corridor encounter into a fatal descent.",[46,1899,1900,1903],{},[22,1901,1902],{},"Stamina and Fatigue:"," Stamina controls how safely you can move away from infected and return with weight. Fatigue makes repeated trips less reliable; finish a run at a defensible room and sleep or prepare to rest rather than forcing another floor.",[46,1905,1906,1909],{},[22,1907,1908],{},"Doors and bracing:"," Locked doors are a first barrier, while furniture can brace them and make a position hold longer. Damaged doors can be repaired with recorded materials such as planks, screws, and a hammer or screwdriver, but noisy repairs should not be started beside an active threat.",[46,1911,1912,1915],{},[22,1913,1914],{},"Bathroom Vent:"," The Floor 30 vent is a light-load bypass for part of the route. It requires removing the vent hardware and crawling through; large objects such as buckets and boards cannot be carried through it, so use it for a person or small route-essential items.",[46,1917,1918,1921],{},[22,1919,1920],{},"Elevator Shaft and stairs:"," After the elevator stops, the shaft can connect floors if you first open the Floor 28 access with the required tool. It is an exposed option with reported fall and infected risks. Stairs remain useful but can be blocked, so keep an alternate route in mind before committing to a descent.",[18,1923,1924],{},"Use these elements as a route package. For example, a clinic trip needs enough Stamina to return, a food trip needs carrying capacity, and a water trip may be worth more before Day 3 than after it. The best destination changes as the calendar and your current condition change.",[13,1926,1928],{"id":1927},"your-first-route-from-floor-30","Your first route from Floor 30",[110,1930,1931,1937,1943],{},[46,1932,1933,1936],{},[22,1934,1935],{},"Secure Apartment 3004 before leaving."," Put food, water, medical supplies, a weapon or tool, and spare light sources in reachable storage. Check Hunger, Thirst, Health, Fatigue, and Stamina, then leave with only the load needed for the first trip. Your checkpoint is a usable fallback room; if the inventory is already too heavy, the next action is to reduce the load rather than descend.",[46,1938,1939,1942],{},[22,1940,1941],{},"Prepare water before exploring for distance."," Collect water in the containers available to you and store the surplus in the apartment, including a bathtub or other large storage option when the route allows it. The checkpoint is a reserve you can return to without immediately needing another tap. If you cannot carry a large container through the vent, take it by a normal route or leave it staged at base.",[46,1944,1945,1948],{},[22,1946,1947],{},"Test a nearby vertical route."," Use the accessible stairs or the Bathroom Vent to learn which opening is usable from Floor 30. Move quietly, watch your Stamina, and do not turn a route check into an extended fight. Once you know where the return opening is, go back to Apartment 3004 and decide whether the next trip needs a weapon, medical item, or tool.",[125,1950],{":segments":1951,"description":1952,"title":1953,"videoId":145},"[{\"start\":218,\"label\":\"Gather containers for water\"}]","This moment supports the early progression step of gathering and storing water before conserving supplies after the utility cutoff.","Collect water before the Day 3 cutoff",[110,1955,1956],{"start":148},[46,1957,1958,1961],{},[22,1959,1960],{},"Push toward Floor 29 and the upper-floor work areas."," The recorded route includes blocked or locked paths and infected in corridors, so check each doorway before entering and preserve space behind you. Floor 28 contains a Workshop and an Elevator Shaft entrance; the Workshop door may require a crowbar or similar opening tool. The checkpoint is access to a practical alternate route, not proof that every lower floor is now safe.",[125,1963],{":segments":1964,"description":1965,"title":1966,"videoId":130},"[{\"start\":464,\"label\":\"Follow blocked routes toward Floor 29\"}]","This moment supports the route decision around locked paths and infected corridors while pushing from Floor 30 toward Floor 29.","Navigate blocked routes toward Floor 29",[110,1968,1970,1976,1982,1988],{"start":1969},5,[46,1971,1972,1975],{},[22,1973,1974],{},"Return before condition becomes the hazard."," On the way back, stop at a defensible room if infected, low Stamina, or heavy weight makes the original route unsafe. Close and brace a door when you need time, then continue only after Health and Stamina support the return. If a route is blocked, use the alternate opening you identified rather than repeatedly attacking the same obstruction.",[46,1977,1978,1981],{},[22,1979,1980],{},"Convert the first trip into a Day 3 plan."," At base, store useful finds, separate bulky water from travel items, and mark whether stairs, the vent, or the Elevator Shaft is your likely post-blackout path. Replace or repair essential tools where possible and keep a light source ready. The transition is a deliberate next trip: do not spend the remaining pre-cutoff time on low-value rooms while water and lighting are still unresolved.",[46,1983,1984,1987],{},[22,1985,1986],{},"Visit the resource floors only with a return margin."," When the route is stable, plan separate objectives for Floor 19's kitchen, Floor 11's clinic, and eventually B1's cistern or Generator Room. Bring containers for the destination's resource, but avoid carrying every heavy item through a narrow route. A successful checkpoint is arriving home with food, medical supplies, water, or a route tool while still able to sleep and defend the base.",[46,1989,1990,1993],{},[22,1991,1992],{},"Finish the run by staging the rooftop approach."," Before the Day 15 migration window, choose a route to Rooftop, preserve enough supplies for the final push, and avoid treating the roof itself as victory. At the rooftop, move to the designated extraction point, wait for the helicopter, and board it. Boarding completes the run; dying in the building ends the run.",[13,1995,1997],{"id":1996},"priorities-and-recovery-decisions","Priorities and recovery decisions",[18,1999,2000],{},"Use this priority order when several tasks compete:",[110,2002,2003,2009,2015,2021,2027],{},[46,2004,2005,2008],{},[22,2006,2007],{},"Water before Day 3."," Fill and store what you can before the utility cutoff. After the cutoff, switch to stored water, rain collection, the B1 cistern, or the rooftop tank only when those options are reachable and usable in the current run.",[46,2010,2011,2014],{},[22,2012,2013],{},"A repeatable return route."," Know how to get back from the next floor before carrying valuable supplies deeper. The vent is useful for light movement, while stairs and the Elevator Shaft handle different weight and risk constraints.",[46,2016,2017,2020],{},[22,2018,2019],{},"Health and Stamina over extra loot."," A medical item or safe retreat is more valuable than one more room when your condition is falling. Do not let a full inventory prevent a sprint or a safe door closure.",[46,2022,2023,2026],{},[22,2024,2025],{},"Night security."," After roughly 19:00, prioritize sleep or a defensible rest setup, locked doors, and bracing. Leave a retreat path so your own furniture does not trap you during a breach.",[46,2028,2029,2032],{},[22,2030,2031],{},"Day 15 readiness."," Complete optional searches before Great Migration pressure rises. Save enough food, water, medical support, and light for the rooftop route rather than assuming you can resupply during the final event.",[18,2034,2035],{},"Common mistakes have concrete recoveries:",[43,2037,2038,2044,2050,2056,2062,2068,2074],{},[46,2039,2040,2043],{},[22,2041,2042],{},"You leave without enough water:"," Return to Apartment 3004 while the route is still clear and make the next trip a water run. Do not compensate by pushing deeper while Thirst is already low.",[46,2045,2046,2049],{},[22,2047,2048],{},"You take a bucket into the Bathroom Vent:"," Drop or stage the bulky item at a normal doorway, then use the vent only for yourself and small essentials. Reconnect with the container from the other side instead of forcing the vent route.",[46,2051,2052,2055],{},[22,2053,2054],{},"A stairwell or fire door is blocked:"," Stop spending Stamina on the same obstruction. Backtrack to the known opening, use the Workshop or Elevator Shaft route if unlocked, and return later only with the needed tool or a safer approach.",[46,2057,2058,2061],{},[22,2059,2060],{},"You attract infected in a corridor:"," Close a door, brace it if there is time, and retreat to the last defensible room. Fight only to create space; once contact breaks, recover Health and Stamina before resuming.",[46,2063,2064,2067],{},[22,2065,2066],{},"A repair or generator action makes too much noise:"," Move away from the sound source and let the immediate threat separate before returning. Keep an alternate exit open so a defensive repair does not become a dead end.",[46,2069,2070,2073],{},[22,2071,2072],{},"You reach the Rooftop but the run does not finish:"," Stay at the recorded extraction point and wait for the helicopter, then board it. Reaching the roof alone is a checkpoint, not the rescue confirmation.",[46,2075,2076,2079],{},[22,2077,2078],{},"You die before extraction:"," That run is over. On the next attempt, use the prior run's route knowledge to shorten unnecessary searches, secure Day 3 water earlier, and bank the resulting Cash for Classes. Survival grants recorded daily Cash, while successful rescue grants a larger bonus; use the current Class menu to confirm unlock costs.",[13,2081,2083],{"id":2082},"first-time-rooftop-progression-questions","First-time rooftop progression questions",[282,2085,2087],{"id":2086},"where-does-a-successful-extraction-take-you","Where does a successful extraction take you?",[18,2089,2090],{},"The recorded ending takes a player who boards the helicopter to a hospital roof, where the survival outcome is confirmed. Dying inside the building ends that run instead.",[282,2092,2094],{"id":2093},"is-the-day-6-rain-window-guaranteed-in-every-run","Is the Day 6 rain window guaranteed in every run?",[18,2096,2097],{},"The local timeline records a Day 6 rain window, approximately 09:00–17:30, but the available records do not confirm whether its trigger changes by version, server, or mode. Treat it as an opportunity, not as your only water plan.",[282,2099,2101],{"id":2100},"can-cash-be-traded-between-players","Can Cash be traded between players?",[18,2103,2104],{},"No. Cash is an individual progression currency used in the Classes menu to unlock roles such as Medic or Plumber, so plan unlocks from your own survival and rescue rewards.",[282,2106,2108],{"id":2107},"what-is-the-false-hope-cash-reward","What is the False Hope Cash reward?",[18,2110,2111],{},"The records associate False Hope with 60 Cash, but do not confirm the event's trigger or whether it represents a failed rescue or a trick ending. Do not plan a route around that reward; rely on the current in-game state.",[311,2113,2114,2120,2128,2135],{},[314,2115,2116,2118],{},[317,2117,319],{},[317,2119,322],{},[18,2121,2122,2125],{},[27,2123],{"href":2124},"https:\u002F\u002F30floorsup.wiki\u002F",[27,2126,2124],{"href":2124,"rel":2127},[331],[18,2129,2130,2132],{},[27,2131],{"href":1115},[27,2133,1115],{"href":1115,"rel":2134},[331],[18,2136,2137,2139],{},[27,2138],{"href":352},[27,2140,352],{"href":352,"rel":2141},[331],{"title":357,"searchDepth":358,"depth":358,"links":2143},[2144,2145,2146,2147,2148],{"id":1843,"depth":358,"text":1844},{"id":1865,"depth":358,"text":1866},{"id":1927,"depth":358,"text":1928},{"id":1996,"depth":358,"text":1997},{"id":2082,"depth":358,"text":2083,"children":2149},[2150,2151,2152,2153],{"id":2086,"depth":133,"text":2087},{"id":2093,"depth":133,"text":2094},{"id":2100,"depth":133,"text":2101},{"id":2107,"depth":133,"text":2108},"Progression","Follow the 30 Floors Up progression route from Apartment 3004 through the Day 3 blackout, resource floors, and Rooftop Extraction.",[2157,2158,2159,2160],{"question":2087,"answer":2090},{"question":2094,"answer":2097},{"question":2101,"answer":2104},{"question":2108,"answer":2111},"30 Floors Up Progression",[2163,2164,2165,2166,2167],"Secure Apartment 3004 and establish a reliable return route before deeper searches.","Store water and prepare alternate lighting before the Day 3 utility cutoff.","Use stairs, the Bathroom Vent, and the Elevator Shaft according to load, tools, and risk.","Prioritize Health, Stamina, food, and medical supplies over low-value loot.","Reach Rooftop, wait at the extraction point, and board the helicopter before the run is complete.",{"bodyType":390},"\u002Fprogression\u002Fprogression",{"title":1832,"description":2155},{"loc":2169,"lastmod":393},[],"en\u002Fprogression\u002Fprogression",[24,2175,402,400],"progression","EsltH1wQ1uk-9FWcAA3fqvy71pWS8tVVrMH2w8N_Qfo",[2178],{"id":2179,"title":2180,"author":8,"body":2181,"category":2332,"coverLabel":372,"coverTone":373,"description":2333,"draft":375,"extension":376,"faq":2334,"featured":375,"game":24,"h1":2337,"keyTakeaways":2338,"meta":2344,"navigation":391,"path":2346,"publishedAt":393,"readTime":2347,"seo":2348,"sitemap":2349,"statCards":2350,"stem":2351,"tags":2352,"updatedAt":393,"__hash__":2355},"updates\u002Fen\u002Fupdates\u002Fupdates.md","30 Floors Up Updates: Current Timeline Status",{"type":10,"value":2182,"toc":2321},[2183,2187,2194,2197,2201,2204,2207,2211,2214,2218,2227,2229,2232,2235,2239,2242,2247,2252,2255,2259,2262,2265,2269,2273,2276,2280,2283],[13,2184,2186],{"id":2185},"current-30-floors-up-update-status","Current 30 Floors Up update status",[18,2188,2189,2190,2193],{},"There is no confirmed version number, official patch note, or dated change list in the available public game information. Treat this page as a current event and systems reference rather than a complete changelog. The clearest confirmed planning point is ",[22,2191,2192],{},"Day 3",": water, power, and phone signal end, so early preparation still matters. The Roblox record shows an update timestamp of November 4, 2026, but that platform timestamp does not identify a specific feature, balance change, or rollout.",[18,2195,2196],{},"The timeline material is also marked as incomplete. Its event times are useful for planning a run, but an event window should not be read as proof of a reward, optional path, or exact trigger beyond what the game currently displays.",[13,2198,2200],{"id":2199},"confirmed-timeline-changes-and-scheduled-events","Confirmed timeline changes and scheduled events",[18,2202,2203],{},"The following entries are the supported changes in the survival timeline. Use them as preparation checkpoints, not as proof of a newly released patch.",[75,2205],{"id":2206},"campaign-clock",[92,2208],{":columns":2209,":rows":2210},"[{\"key\":\"event\",\"label\":\"Event\"},{\"key\":\"timing\",\"label\":\"Timing\"},{\"key\":\"player_action\",\"label\":\"Player action\"}]","[[\"Night 1\",\"Day 1 at 19:15\",\"Return to a defensible position and prepare for the first night.\"],[\"Day 3 shutdown\",\"Day 3\",\"Store water before the cutoff and prepare for the loss of power and phone signal.\"],[\"Forced assault\",\"Day 3, 11:00–15:30\",\"Keep doors, defenses, and healing supplies ready; three attackers are listed for this event.\"],[\"Heavy Rain\",\"Day 6, 09:00–17:30\",\"Have open containers ready for the listed rain-collection window, then follow the treatment rules.\"],[\"The Great Migration\",\"Day 15, 19:00–23:30\",\"Treat the 150-second mass-exodus event as an endgame warning and recheck supplies and routes.\"]]",[18,2212,2213],{},"The table separates scheduled timing from player action. It does not establish whether the Day 15 migration must be joined, avoided, or completed in a particular way.",[13,2215,2217],{"id":2216},"what-players-should-prepare-before-day-3","What players should prepare before Day 3",[18,2219,2220,2221,2226],{},"The shutdown is the most consequential confirmed change in the run. Fill the bathtub, buckets, and other available containers while taps still work. Organize food, medical supplies, tools, and a weapon so you can make shorter trips after the building loses power. The ",[27,2222,2225],{"href":2223,"target":30,"rel":2224},"\u002Fprogression",[32,33],"progression route"," shows how this cutoff changes vertical travel and the later extraction plan. Brace or repair the apartment door before the assault and nighttime threats rather than waiting for an attack to expose a weak entrance.",[75,2228],{"id":77},[18,2230,2231],{},"After the shutdown, do not plan around normal tap water, ordinary power, or phone network access. Heavy Rain on Day 6 is the only explicitly identified rain-collection window, so containers are still useful after the cutoff. The phone begins at 86% battery, and its flashlight drains 6% per minute; conserve it as an emergency light and use the radio or in-game objectives for information when appropriate.",[18,2233,2234],{},"North Relay broadcasts at 19:00 each evening and is described as part of the mystery and story layer. That makes the evening broadcast worth checking, but the available information does not confirm a reward for listening. The Emergency Band and Music stations are separate broadcasts, and a radio can also act as a lure, so noise should be treated as a deliberate choice near threats.",[13,2236,2238],{"id":2237},"reported-observations-from-play-and-community-material","Reported observations from play and community material",[18,2240,2241],{},"Recorded gameplay shows a player picking up a bucket, placing it in a bathtub, and trying to store water before the supply stops. Another recording shows the player dealing with the Day 3 power loss, searching other rooms, and looking for water, food, bandages, candles, and Bolt Cutters after conditions deteriorate. These observations match the preparation advice above, but they are demonstrations of play rather than official patch notes.",[125,2243],{":segments":2244,"description":2245,"title":2246,"videoId":130},"[{\"start\":50,\"label\":\"Place a bucket in the bathtub and store water\"}]","This moment shows the bucket-and-bathtub water-storage process described in the Day 3 preparation and gameplay observations.","Store bathtub water before the Day 3 shutdown",[125,2248],{":segments":2249,"description":2250,"title":2251,"videoId":145},"[{\"start\":1812,\"label\":\"Power cuts off; search for water and leave\"}]","This moment supports the reported Day 3 power-loss sequence and the need to search for water and leave the house afterward.","Respond to the Day 3 power cutoff",[18,2253,2254],{},"The timeline also describes the Day 15 event as a large migration through the tower in a 150-second exodus. The exact player requirement and ending impact remain unconfirmed. Likewise, the radio's mystery role is documented, while any specific reward, unlock, or guaranteed progression from a broadcast is not.",[13,2256,2258],{"id":2257},"unknown-details-and-the-next-reliable-check","Unknown details and the next reliable check",[18,2260,2261],{},"No confirmed version identifier, effective patch date, limited-time event, balance adjustment, compensation, or code update is available here. Do not label the November 4 Roblox timestamp as the release date of the shutdown, Heavy Rain, or any other individual event. The timeline itself does not explain every trigger, failure result, or reward.",[18,2263,2264],{},"For the next update check, first read the current Roblox game panel for a newly posted description or version signal. Then compare the in-game timeline and objective text with the Day 3, Day 6, and Day 15 entries above. Recheck the water, power, phone, radio, and rain systems after any visible game change. If an official announcement supplies a version number, effective date, affected system, and player-facing result, those details can be added as a proper patch entry; until then, keep confirmed events separate from reported observations.",[13,2266,2268],{"id":2267},"first-time-30-floors-up-update-questions","First-time 30 Floors Up update questions",[282,2270,2272],{"id":2271},"how-long-does-a-full-30-floors-up-timeline-take","How long does a full 30 Floors Up timeline take?",[18,2274,2275],{},"The listed 15-day campaign is roughly 2.5 hours in real time when played at full pace. Pausing to manage water, cook, or wait through a night can make a run longer.",[282,2277,2279],{"id":2278},"when-does-the-north-relay-broadcast-play","When does the North Relay broadcast play?",[18,2281,2282],{},"North Relay is listed as broadcasting every evening at 19:00. Its role in the mystery and story layer is documented, but a specific reward is not confirmed.",[311,2284,2285,2291,2298,2305,2313],{},[314,2286,2287,2289],{},[317,2288,319],{},[317,2290,322],{},[18,2292,2293,2295],{},[27,2294],{"href":1115},[27,2296,1115],{"href":1115,"rel":2297},[331],[18,2299,2300,2302],{},[27,2301],{"href":2124},[27,2303,2124],{"href":2124,"rel":2304},[331],[18,2306,2307,2310],{},[27,2308],{"href":2309},"https:\u002F\u002F30-floors-up.fandom.com\u002Fwiki\u002FTimeline",[27,2311,2309],{"href":2309,"rel":2312},[331],[18,2314,2315,2318],{},[27,2316],{"href":2317},"https:\u002F\u002F30-floors-up.fandom.com\u002Fwiki\u002FRadio_Stations",[27,2319,2317],{"href":2317,"rel":2320},[331],{"title":357,"searchDepth":358,"depth":358,"links":2322},[2323,2324,2325,2326,2327,2328],{"id":2185,"depth":358,"text":2186},{"id":2199,"depth":358,"text":2200},{"id":2216,"depth":358,"text":2217},{"id":2237,"depth":358,"text":2238},{"id":2257,"depth":358,"text":2258},{"id":2267,"depth":358,"text":2268,"children":2329},[2330,2331],{"id":2271,"depth":133,"text":2272},{"id":2278,"depth":133,"text":2279},"Updates","Check the confirmed 30 Floors Up timeline, Day 3 shutdown preparation, reported observations, and what remains unconfirmed.",[2335,2336],{"question":2272,"answer":2275},{"question":2279,"answer":2282},"30 Floors Up Updates",[2339,2340,2341,2342,2343],"No confirmed version number or official patch list is available.","Day 3 cuts water, power, and phone signal, so stockpile water beforehand.","Heavy Rain is listed for Day 6 and The Great Migration for Day 15.","Gameplay observations are separated from confirmed timeline information.","Check the current Roblox panel and in-game objectives for new update signals.",{"bodyType":2345},"update-announcement","\u002Fupdates\u002Fupdates","6 min read",{"title":2180,"description":2333},{"loc":2346,"lastmod":393},[],"en\u002Fupdates\u002Fupdates",[24,2353,2354],"Roblox updates","survival timeline","ebEkZkvxMrfAxCQUGFvZcAS2sXOhlBNeZiUdZxjFDWs",[2357],{"id":2179,"title":2180,"author":8,"body":2358,"category":2332,"coverLabel":372,"coverTone":373,"description":2333,"draft":375,"extension":376,"faq":2464,"featured":375,"game":24,"h1":2337,"keyTakeaways":2467,"meta":2468,"navigation":391,"path":2346,"publishedAt":393,"readTime":2347,"seo":2469,"sitemap":2470,"statCards":2471,"stem":2351,"tags":2472,"updatedAt":393,"__hash__":2355},{"type":10,"value":2359,"toc":2453},[2360,2362,2366,2368,2370,2372,2374,2376,2378,2380,2385,2387,2389,2391,2393,2395,2397,2399,2401,2403,2405,2407,2409,2411,2413,2415,2417],[13,2361,2186],{"id":2185},[18,2363,2189,2364,2193],{},[22,2365,2192],{},[18,2367,2196],{},[13,2369,2200],{"id":2199},[18,2371,2203],{},[75,2373],{"id":2206},[92,2375],{":columns":2209,":rows":2210},[18,2377,2213],{},[13,2379,2217],{"id":2216},[18,2381,2220,2382,2226],{},[27,2383,2225],{"href":2223,"target":30,"rel":2384},[32,33],[75,2386],{"id":77},[18,2388,2231],{},[18,2390,2234],{},[13,2392,2238],{"id":2237},[18,2394,2241],{},[125,2396],{":segments":2244,"description":2245,"title":2246,"videoId":130},[125,2398],{":segments":2249,"description":2250,"title":2251,"videoId":145},[18,2400,2254],{},[13,2402,2258],{"id":2257},[18,2404,2261],{},[18,2406,2264],{},[13,2408,2268],{"id":2267},[282,2410,2272],{"id":2271},[18,2412,2275],{},[282,2414,2279],{"id":2278},[18,2416,2282],{},[311,2418,2419,2425,2432,2439,2446],{},[314,2420,2421,2423],{},[317,2422,319],{},[317,2424,322],{},[18,2426,2427,2429],{},[27,2428],{"href":1115},[27,2430,1115],{"href":1115,"rel":2431},[331],[18,2433,2434,2436],{},[27,2435],{"href":2124},[27,2437,2124],{"href":2124,"rel":2438},[331],[18,2440,2441,2443],{},[27,2442],{"href":2309},[27,2444,2309],{"href":2309,"rel":2445},[331],[18,2447,2448,2450],{},[27,2449],{"href":2317},[27,2451,2317],{"href":2317,"rel":2452},[331],{"title":357,"searchDepth":358,"depth":358,"links":2454},[2455,2456,2457,2458,2459,2460],{"id":2185,"depth":358,"text":2186},{"id":2199,"depth":358,"text":2200},{"id":2216,"depth":358,"text":2217},{"id":2237,"depth":358,"text":2238},{"id":2257,"depth":358,"text":2258},{"id":2267,"depth":358,"text":2268,"children":2461},[2462,2463],{"id":2271,"depth":133,"text":2272},{"id":2278,"depth":133,"text":2279},[2465,2466],{"question":2272,"answer":2275},{"question":2279,"answer":2282},[2339,2340,2341,2342,2343],{"bodyType":2345},{"title":2180,"description":2333},{"loc":2346,"lastmod":393},[],[24,2353,2354],1793779345364]