Gaming Guide

Roblox Rivals Zombie Tower Full Guide (All 17 Floors and Free Rewards)

How to clear all 17 floors, deal with all nine enemy types, beat the 5,000 HP Giant Chombie, and unlock three free cosmetics.

How to clear all 17 floors, deal with all nine enemy types, beat the 5,000 HP Giant Chombie, and unlock three free cosmetics.

In Roblox Rivals, Zombie Tower has returned as a limited-time PvE mode for the 2026 Spooky Event, with few changes since its 2025 debut. Players must clear every wave across 17 floors to open the route upward. The Giant Chombie, with 5,000 HP, waits at the summit. Ammunition is limited, healing comes from drops, and one Explosive Zombie can kill a solo player in a single hit. There is no shop or checkpoint; dying sends you back to the cave entrance.

Quick answer: Use the Revolver first and prioritize headshots. Pick up a Shotgun or Assault Rifle from weapon drops, use Fists against Ghosts and Reapers, and attack the Giant Chombie only after its third slam.


Zombie Tower rewards and unlock requirements

Each cosmetic is earned through a different kind of tower escape. Zombie Tower awards neither Candies nor keys, leaving these three cosmetics as its only rewards.

RewardTypeRequirement
Chombie HeadCharmEscape the tower
Zombie WrapWrapEscape the tower alive
Towerstone FistsSkinEscape the tower solo

The charm is awarded for a team escape, even if you were knocked down during the run. To earn the wrap, you must still be alive when the team gets out. The skin requires a solo escape. For 2026, that reward is Towerstone Fists. In 2025, the equivalent solo-clear reward was a Towerstone Handgun.

Run the tower with a team a few times before going solo. You learn the late-floor layouts and Reaper patterns without having to restart from floor 1 each time.


How to start a Zombie Tower run

From the main hub, select Play. Zombie Tower sits next to the new Gargoyle Tower, and both cards carry the label “Here for a limited time only!” You can also open the towers from the Spooky Event menu, or follow the lobby corridor to the right and interact with the statue past the SenseiWarrior NPC.
Choose your queue: SOLO sends you in by yourself, while the default option supports a group of up to four. Enemy numbers scale with the team size, so bringing friends won’t reduce the waves.
Lobby & Mode Selection
The Play menu is where you choose between a solo climb and a team queue of up to four players. Image: Nosniy Games / via @Noob_Blox
Choose your starting secondary from Random, Handgun, Revolver, and Shorty. The Revolver deals 60 damage on a headshot and 30 on a body shot, so accurate players get the most out of every bullet. The Shorty is a reasonable close-range alternative if your aim is less reliable.
Full Tower Route Overview00:35Full Tower Route Overview
The opening of every run: queue into Zombie Tower, take the Revolver, and keep Fists ready. Shown at 00:35 in SpaceQT’s video. Image: Nosniy Games
Enter through the cave and use the first ladder to reach the tower. You also start each run with Fists and a Grenade, as well as your secondary, giving you alternatives if your gun runs out of ammo.

Zombie Tower rules: Waves, drops, and ammo

Several waves await on each floor. The path to the next one remains blocked until the last enemy is defeated, so even a straggler tucked into a corner stops your progress. Supplies don’t replenish between floors; you must rely on enemy drops for everything you spend.

  • Ammo drop refills all ammo, but only for the weapon you’re holding.
  • Heal drop appears as a green plus. Touching it restores 50 HP.
  • Weapon drop appears as a weapon symbol hovering above the ground. Use Q to collect it, then choose one of three weapons or Random.
  • Team heal drop brings all dead teammates back to life. It does not appear in solo runs.

Ammo drops replenish only the weapon you’re holding, so equip the gun with the least ammo before collecting one. If your weapons are already full, leave the drop for later.

Staying mobile is your strongest defense. Slides and slide-jumps help you avoid attacks, while Fists let you move faster. Since zombies appear in scattered locations, circle the room to gather them into one group, then shoot into its center or use a grenade. Getting trapped in a dead end is a common way to lose a run.

Movement and Circling Technique
Running laps around a central obstacle is the same pattern that bunches zombies into one group inside the tower. Image: Nosniy Games / via @justboz

Once you are more than three floors below your team, Reapers may appear anywhere, including on floors below 10.


Best weapons from Zombie Tower weapon drops

Weapon drops pull from a fixed pool, and the three options rotate each time.

SlotWeapons in the pool
PrimaryDistortion, plus Grenade Launcher, plus Minigun, plus Paintball Gun, plus Assault Rifle, plus Bow, plus Burst Rifle, plus Crossbow, plus Gunblade, plus RPG, plus Shotgun, plus Sniper
SecondaryExogun, plus Slingshot, plus Flare Gun, plus Handgun, plus Revolver, plus Shorty, plus Spray, plus Uzi

The first weapon pickup tends to appear after the initial waves. On early floors, the Minigun automatic is much more effective than the Revolver against groups.

For the upper floors, aim to finish with Shotgun or Distortion: each can clear several enemies quickly, even close to the top. The Assault Rifle offers the best all-purpose flexibility. RPG and Grenade Launcher deal heavy damage but become less useful later in the climb. Their splash can push Reapers in your direction, so treat them as reserves rather than your final weapon.


Zombie Tower enemies and how to counter them

The tower has nine enemy types, one of them the boss. Health is listed in two tiers.

EnemyHealthDamageFirst floor
Zombie75 / 150252
Helmet Zombie75 / 150252
Brute Zombie300 / 600403
Explosive Zombie75 / 1501504
Ghost50 / 100255
Skeleton100 / 200256
Hunter Zombie75 / 150256
Reaper250 / 5005010
Giant Chombie5000 / 100007017

Zombie attacks only when you get close, and a headshot is the cheapest way to drop one. Helmet Zombie blocks headshots, so aim for the body unless your weapon can get past a Riot Shield. Brute Zombie is faster than a regular zombie and closes distance quickly. Shoot it first and from range, or finish it with a Shorty blast.

Explosive Zombie rushes you and detonates, dealing enough damage to kill anyone nearby in one hit; take it down before it gets close. Ghost passes through walls but has little health, making Fists effective against it. Skeleton stays mostly still and hurls bones from the far side of the room. Hunter Zombie jumps directly toward your location, so maintain distance or use a grenade. Reaper has more health and hits harder than a Ghost, making it the tower’s most dangerous regular enemy.

Flag zombies appear on some of the later floors as well. Their deaths give nearby zombies a speed boost, so eliminate one before the surrounding group gets close.

Enemy Guide Table02:44Enemy Guide Table
All nine enemy types, from the basic Zombie to the Giant Chombie, each with its own counter. Shown at 02:44 in SpaceQT’s video. Image: Nosniy Games

How to beat Zombie Tower floors 1 to 16

The challenge varies from floor to floor: some offer a break, while others can stop a run. Recognizing the easier and harder sections helps you decide where to conserve ammo and where to use it.

FloorWhat spawnsHow to play it
1–2Regular zombiesFists are enough
3First special zombiesBody-shot Helmet Zombies
4Explosive Zombies in wave 3Shoot from range
5Ghosts onlyFists, moving in a line
6Hunter Zombies, SkeletonsGrenades or keep distance
7Early Explosive Zombie rushKeep moving, use grenades
8Ghosts, zombies, Skeletons, flag zombiesPosition carefully
9GhostsFists
10Piñata, first ReapersControl distance, Shotgun
11Zombies rising from waterWatch the water
12Hunters from both sides, ReapersKill Hunters first
13Lava zone, Skeletons, ReapersBack-step and punch Reapers
14Wide map, Reapers in wave 1Survive the first wave
15Heavy Reaper wavesFists, clear Skeletons fast
16Many waves, Reapers lastGuns early, Fists at the end

Floors 1 to 9

Floor 1 is forgiving. Zombies are harmless while emerging from their spawn points, so walk up and punch them. On the next few floors, use rock pillars to gather small zombies close together for one grenade. Floors 5 and 9 are good places to conserve bullets because Fists can kill Ghosts. Slide-jump through the group and punch on the way past.

Floors 10 to 12

Breaking the Piñata on floor 10 releases every kind of zombie at once, along with the first Reapers. The map is large enough to kite the whole pack while you work through it. Floor 11 has zombies rising out of the water, so keep an eye on it. On floor 12, Hunters come from both sides around a central lava pool. Kill them and the Skeletons first, then circle the pool to line Reapers up for Fists.

Floors 13 to 16

Of all the floors, 13 and 15 end the most runs. Reapers angle diagonally toward your movement. Take one straight step backward to make them approach in a line; then move forward while swinging Fists, as you would against a Ghost. If bullets run dry on 13, keep retreating and punching Reapers until ammunition drops appear, then use a grenade on the remaining Skeletons. Circling the pillars also draws the Reapers together into one group.

The broad layout of floor 14 puts Reapers in its opening wave, making that wave the key obstacle. On floor 15, waves 1 and 2 contain only Reapers. Skeletons join in wave 3 at the back of the map; defeat them before the Reapers close in. You can also knock Skeletons into the lava.

Floor 16 is less demanding. Ghosts join the Reapers only in the last wave, so use ammo without holding back in the earlier waves and finish with Fists. Be careful around the narrow alley sections, where it’s easy to lose your footing.


How to beat the Giant Chombie on floor 17

The Giant Chombie has 5,000 HP, making it unlikely that your remaining ammo will be enough to shoot it down. It has a single move: it jumps into the air, then lands on your position and deals 70 damage per hit.

Keep moving to dodge the slams. Running a square pattern around the edge of the rooftop works well.
Keep track of the slams. Once the third slam lands, the boss falls and remains down briefly while it recovers.
Rush in and punch it while it’s down. Back off before it gets up.
Dodge the next three slams and repeat until it dies. Don’t attack outside the recovery windows.

What happens when you escape or die in Zombie Tower

Defeating the Giant Chombie completes the escape, and the rewards follow the conditions above. Escaping at all earns the Chombie Head charm, surviving to the end adds the Zombie Wrap, and doing it alone adds Towerstone Fists.

After you die, a “ROUND LOST” screen identifies what killed you. The available choices are Rematch, followed by Play Again, then Leave, and finally To Hub. Nothing carries over between attempts, so start again at the cave entrance and choose a fresh starting weapon.