Gaming Guide

Roblox Rivals Zombie Tower Full Guide (Update 24 Spooky Event)

All 17 floors, nine enemy types, the Giant Chombie fight and the conditions for each free Zombie Tower reward.

All 17 floors, nine enemy types, the Giant Chombie fight and the conditions for each free Zombie Tower reward.

Update 24 brings Zombie Tower back to Rivals for the 2026 Spooky Event as a temporary PvE challenge. Climb 17 floors with scarce ammo and no shop; there are no checkpoints. The Giant Chombie, with 5,000 HP, is waiting on the roof. Defeating it earns three free cosmetics. Candies and keys aren’t awarded, leaving those cosmetics as the mode’s only rewards.

Quick answer: Start with the Revolver and aim for enemy heads. Grab a Shotgun, Distortion or Assault Rifle from weapon drops, and punch Ghosts and Reapers with Fists. Let the Giant Chombie complete its third slam before you attack. Escape on your own to get Towerstone Fists.


Zombie Tower rewards and how each one unlocks

Each reward is tied to a different kind of escape. You escape by reaching the roof, beating the Giant Chombie and leaving on the helicopter.

RewardTypeRequirement
Chombie HeadCharmEscape the tower, dead or alive
Zombie WrapWrapEscape the tower alive
Towerstone FistsSkinEscape the tower solo

The charm still counts if you were knocked out during a team run, as long as your team escapes. The wrap requires you to be standing when the helicopter leaves. The skin requires a full solo clear. In 2025 the solo reward was the Towerstone Handgun. For 2026 it has been replaced by Towerstone Fists. Inside the event menu, the item tooltips read “Earned by escaping Zombie Tower solo” for the Fists and “Earned by escaping Zombie Tower” for the charm. You can use those lines to confirm which condition you met.

What Update 24 changed in Zombie Tower

The developers left the tower almost exactly as it was in 2025. The Update 24 notes list only these changes:

  • The solo-clear reward is now the new Towerstone Fists.
  • Weapon drops can only be picked up through the proximity prompt, not by launching into them. This stops accidental pickups.
  • Chombies now spawn in a new, unannounced spot.
  • Falling behind your group now spawns the new Grim Reaper instead of the usual swarm of 50 Reapers.

How to start a Zombie Tower run

Open Play from the main hub. The Zombie Tower card is next to the new Gargoyle Tower card; both display “Here for a limited time only!” You can also open either tower from the Spooky Event menu. Or head down the lobby corridor on the right and interact with the statue beyond the SenseiWarrior NPC.
Pick a queue. SOLO puts you in alone, and the default queue takes a team of up to four. Enemy counts scale with team size, so more players does not mean thinner waves.
Choose Random, Handgun, Revolver or Shorty as your starting secondary. With the Revolver, a headshot inflicts 60 damage and a body shot inflicts 30, so accurate aim makes it the most ammo-efficient choice. If you trust your aim less, Shorty is safer at close range and works best with low ping.
Go through the cave, then climb the first ladder to enter the tower. Each run also supplies Fists and a Grenade along with your secondary. Equip Fists during climbs: they allow double jumps and faster movement through platforming sections.
Entering the Tower & Movement Tips00:59Entering the Tower & Movement Tips
Keep Fists out on ladders and jumps. They are the fastest way to move between fights. Shown at 00:59 in ItzVexo’s video. Image: Nosniy Games

Make several tower runs with a team before attempting a solo clear. This gives you a chance to learn the later floors and how Reapers behave without returning to floor 1 after each mistake.


Zombie Tower rules: waves, drops and ammo

Each floor runs several waves. The way up stays closed until every enemy is dead, so a single straggler stuck in a corner will stall the run. Health does not regenerate, and supplies do not refill between floors. Everything you spend has to come back from enemy drops.

DropLooks likeEffect
Ammo (Max Ammo)Floating ammo iconRefills the weapon you are holding
HealGreen plusRestores 50 HP
WeaponHovering weapon symbolChoose one of three weapons or Random
Team healTeam revive dropRevives all dead teammates (not in solo)

Early floors are mostly about rationing. Headshots kill regular zombies fastest and cost the fewest bullets. Picking up ammo and health between fights keeps the Revolver going until your first weapon drop appears.

Early Combat & Resource Management01:25Early Combat & Resource Management
The first rooms are full of basic green zombies. Headshots here save Revolver ammo for later floors. Shown at 01:25 in ItzVexo’s video. Image: Nosniy Games

Getting the most out of ammo drops

An ammo drop only fills the gun in your hands. Before you walk over it, switch to the weapon with the least ammo left, or empty your current magazine into nearby zombies. If everything is already full, leave the drop where it is. Drops start flashing shortly before they disappear, so treat a flashing icon as your cue to grab it.

Max Ammo Maximization Strategy05:52Max Ammo Maximization Strategy
Spend what is in the magazine first, then step onto the ammo drop so none of the refill goes to waste. Shown at 05:52 in ItzVexo’s video. Image: Nosniy Games

Movement and positioning

Standing still is how most runs end. Zombies spawn spread around each room, so circle the space to pull them into one group. Then fire into the middle of it or throw a grenade. Slides and slide-jumps get you out of attacks. Never retreat into a dead end, and on early cave floors stick to the main path rather than side branches.

Do not fall more than three floors behind your team. In Update 24, lagging behind summons the new Grim Reaper to “clean you up,” and it can appear on any floor.


Best weapons in Zombie Tower

Weapon drops appear after enemies die, usually first after the opening waves. Hold Q at the drop to open the “New Weapon Claim” menu. It offers three options from a fixed pool, plus Random, and the options change each time.

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

Minigun is a strong early pickup. Against groups on the lower floors, its automatic fire outperforms the Revolver.

Shotgun and Distortion are what you want by the top. Both still delete several enemies at once on the final floors.

Assault Rifle is the most flexible all-rounder if neither of those shows up.

RPG and Grenade Launcher hit hard and help clear early clusters, but they fall off higher up. Their splash can knock Reapers straight into you, so keep them as backups rather than finishing weapons.


Zombie Tower enemy types and counters

The tower has nine enemy types, including the boss. Health comes in two tiers, and the floor column shows where each type first shows up.

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 at close range, and a headshot takes it out for the least ammo. A Helmet Zombie can’t be headshot, so target its body unless your weapon can penetrate a Riot Shield. Brute Zombie moves faster than a regular zombie; shoot it from a distance first or finish it at close range with a Shorty blast.

Explosive Zombie sprints at you and detonates hard enough to kill a solo player in one hit. Kill it before it closes the gap. Ghost flies through walls but is fragile, taking two Revolver headshots or a few punches. Skeleton barely moves and lobs bones from across the room. Hunter Zombie leaps straight at your position, so keep your distance or use a grenade.

Reaper works like a tougher, harder-hitting Ghost and is the most dangerous regular enemy in the tower. Some later floors also add flag zombies. When one dies, nearby zombies get a speed boost, so kill it before the pack around it reaches you.

Grenade trick when you are surrounded

If zombies box you in, cook a grenade and hold it in your hand. It clears the crowd around you without damaging you. The same grenade also works well after you pull small zombies together around rock pillars on the early floors.

Grenade Holding Strategy07:47Grenade Holding Strategy
A held grenade wipes a surrounding crowd without hurting you, which makes it your emergency exit. Shown at 07:47 in ItzVexo’s video. Image: Nosniy Games

Zombie Tower floors 1 to 16, floor by floor

Difficulty is uneven. Some floors let you save bullets, and others are where runs die. Knowing which is which tells you when to spend.

FloorWhat spawnsHow to play it
1–2Regular zombiesFists only
3First special zombiesBody-shot helmets
4Explosive Zombies in wave 3Shoot from range
5Ghosts onlyFists, straight lines
6Hunter Zombies, SkeletonsGrenades or distance
7Early Explosive Zombie rushKeep moving, grenade
8Ghosts, zombies, Skeletons, flagsCareful positioning
9GhostsFists
10Piñata, first ReapersKite, Shotgun
11Zombies from waterWatch the water
12Hunters both sides, ReapersHunters first
13Lava zone, Skeletons, ReapersBack-step, punch Reapers
14Wide map, Reapers in wave 1Survive wave 1
15Heavy Reaper wavesFists, kill Skeletons fast
16Many waves, Reapers lastGuns early, Fists late

Floors 1 to 9: bank your ammo

While zombies climb from their spawn points, they can’t damage you; on floor 1, approach and punch them. Fists work on the Ghosts found on floors 5 and 9: slide-jump through the group and swing as you pass. Floor 7 is an early exception, beginning with a rush of Explosive Zombies. Keep moving and use grenades freely.

Floors 10 to 12: the Reapers arrive

On floor 10, smash the hanging Piñata to unleash all zombie types together, bringing in the first Reapers as well. The room gives you space to kite the entire group. Watch the water on floor 11, where zombies emerge. On floor 12, Hunters enter from both sides of the central lava pool. Take out the Hunters and Skeletons first, then run around the pool to line up Reapers for your Fists.

Floors 13 to 16: where runs end

Floors 13 and 15 cause more failed climbs than any others. Reapers move diagonally to cut you off. Step straight back once to draw them into a line, then advance while swinging Fists, as you do with a Ghost. If your ammo runs out on floor 13, continue stepping back and punching until ammo drops show up. Use grenades on the Skeletons left over. Circling the pillars can also gather Reapers, but RPG or grenade splash can send them flying into you.

Floor 14 is a wide map whose first wave includes Reapers. Survive that wave and the rest go smoothly. Waves 1 and 2 of floor 15 are Reapers only. Wave 3 adds Skeletons at the back of the map, and you should kill them, or knock them into the lava, before the Reapers arrive. Floor 16 holds Reapers and Ghosts back until the final wave. Spend ammo freely before that, finish with Fists, and watch your footing in the narrow alleys.


How to beat the Giant Chombie on floor 17

With 5,000 HP, the Giant Chombie will outlast whatever ammo you have left. It has a single attack, a leap that slams down on your position for 70 damage.

Run a square loop around the edge of the rooftop. Constant movement makes the slams miss.
Count the slams. After the third slam, the boss collapses and stays down for a short recovery window.
While it is knocked down, move in and land punches. Retreat before it gets back up.
Go back to dodging and repeat the cycle until it dies. Never attack outside a recovery window.

Escaping Zombie Tower or losing the round

The escape is complete once you kill the Giant Chombie and board the helicopter. The table at the top lists the conditions for each reward. Escaping earns the Chombie Head charm; surviving also grants the Zombie Wrap, while escaping solo grants Towerstone Fists. Check the item tooltips in the event menu to verify that you received them.

If you die, a “ROUND LOST” screen names what killed you, for example “Brute Zombie eliminated you.” The options are Rematch, Play Again, Leave and To Hub. Nothing carries over between attempts. Every new run starts back at the cave entrance with a fresh choice of starting weapon, and the Spooky Event mode is only around for a limited time.