No More Room in Hell 2 prime zombies and types: Walker, Runner, Shambler, Prime, armored variants, HP notes, and noise rules. Verified August 2026 1.0.
This No More Room in Hell 2 prime zombies page is the PvE type sheet for Torn Banner Studios's 8-player extraction FPS: 10 unique types in the official recap, confirmed Shambler (70 HP), Prime (130), Runner, Firefighter, Riot Police, Construction, Army, and player-turned infected. Official 1.0 notes put a normal zombie at 100 HP — this page uses Walker as that pack body. Downed bodies take 100% extra damage. Sound-driven AI decides when a quiet melee clear becomes a Runner pile. Verified August 16, 2026 · Steam · 1.0 notes · Road to 1.0.
Fact
Detail
Platform
PC, PS5, Xbox Series X|S
Mode
2–8 online co-op · Solo practice
Official count
10 unique zombie types — unnamed remainder TBA
Walker
~100 HP (official “normal zombie”) · slow pack threat · headshots still matter
Shambler
~70 HP · lower pool, still a grab if you greed
Prime
~130 HP · red-eye · higher damage · focus target
Runner
Sprint chase · HP TBA · do not treat as a Walker with extra speed
Downed
100% extra damage until they stand · blunt is the knockdown path
Crawlers
Sharp dismember on legs — not a unique spawn type; finish them
Nightmare
More specials / Runners / Primes · tighter ammo
Child zombies
Not in 1.0
Verified
August 16, 2026 · Armageddon 1.0 · August 11, 2026
Next: Pick melee vs guns
Matched by build plan, shared topics, and guide progression — not random related links.
No More Room in Hell 2 prime zombies are the 130-HP red-eye infected in Armageddon 1.0 notes — not a Walker with extra paint. Official sheet: a normal zombie sits at 100 health, a Shambler at 70, a Prime at 130. That is a thirty-point gap you cannot Quick-spam through on an empty stamina bar. Treat the red eyes as a focus call, then decide melee versus a kept gun. Armageddon notes.
Tell
What it means
First action
Red eyes / heavier silhouette
Prime — ~130 HP, hits harder than a Walker
Call it; do not solo-Charge in a three-wide hall
Still standing after a Strong
Pool is not 100 — you are on a Prime or armor
Shove, step, Charged head or a kept rifle — not another panic Quick
Pack plus one red-eye
Walkers are the grab risk; the Prime is the time tax
Peel Walkers with blunt knockdown, then commit the Prime
Nightmare density
Primes spawn more often and ammo is tighter
Save the mag for this body, not the first Walker in the yard
130 HP is a stamina budget, not a DPS meme
A Charged head on an isolated or already staggered Prime is why you kept the Fire Axe or a fed rifle. A Charged windup while two Walkers close from the flank is how you get bitten and start the infection clock. If the Prime is still up after the hit, shove, recover, then finish — do not empty the bar on pride. Beginner cuts effective zombie HP by 30%, so the same Prime feels softer there; Nightmare does not give you that cut. Drill the string in Solo, then stop treating 130 as “a few extra Quicks.”
Shoot a Prime when melee will lose the grab
Guns are a noise budget. Spend them when the Prime will not stagger, when a helmet is in the way, or when the extract door is the timer. A suppressor cuts attraction; it does not make the shot free. Unload magazines on guns you will not keep so the next Prime fight has ammo. That rule lives on weapons; the swing math lives on melee. If the squad already made the lane loud, finish the Prime before the Runners arrive — do not start a second POI.
Next: the rest of the 10-type recap, including the rows we can actually name.
What zombie types are confirmed in 1.0?
Official Road to 1.0 copy cites 10 unique zombie types. This No More Room in Hell 2 zombie types page names the rows Torn Banner and 1.0 notes actually confirm. Unnamed remainder stays TBA — do not invent a tenth label from Early Access memory or a Fandom stub. Road to 1.0.
Type
HP / tell
Job vs you
Your job
Walker
~100 HP (official normal zombie) · slow pack
Grab and surround
Melee, blunt knockdown, spend +100%
Shambler
~70 HP
Cheaper pool, still infects on a failed grab
Do not greed a Charged past it into a Prime
Runner
HP TBA · sprint
Close distance before you recover
Gun or space; shove is not a plan
Prime
~130 HP · red-eye
Soak swings and punish empty stamina
Focus fire / Charged head after stagger
Firefighter
Helmet + tank
Head protection; tank can explode
Do not dump a mag into the helmet without a plan
Riot Police
Armor / riot kit
Soaks chips; blocks cheap headshots
Stagger, flank, or a kept rifle — TBA exact soak
Construction
Work gear / helmet-class
Same lesson as other armor: head is not free
Treat as armored Walker until you confirm the piece
Army
Military kit
Higher protection than a street Walker
Save ammo; do not Quick-trade on empty stamina
Player-turned
Was a Responder
Hostile zombie after infected death
Call veins early; do not board collapsing
(unnamed 10th)
TBA
Official count is 10; this row is not filled
Do not teach a fan name as 1.0 canon
Crawlers are a state, not a tenth spawn
Sharp dismember can cut legs and leave a Crawler. That body still grabs. It is not a unique type in the official 10 — it is what you create when you skip the finish. Count the nine named rows above, leave the tenth TBA, and finish anything on the floor before you rotate.
No child zombies in 1.0
Developers confirmed 1.0 does not ship child zombies. If a video or wiki still argues that row, it is not this patch. Spend attention on Prime density and armor, not on a type that is not in the build.
The two cheap bodies you will fight most are Walkers and Shamblers. Misreading those two is how you arrive at a Prime with no stamina.
How do Walkers and Shamblers differ?
Walkers on this page are the ~100 HP pack — official 1.0 notes name that pool normal zombie, not “Walker.” Shamblers are the ~70 HP body in the same sheet. Both grab. Both infect if you fail the mash or sit on empty stamina. The difference is the pool, not permission to greed. This is the shamblers matchup, not a “trash mob” skip.
Body
Pool
How it kills you
Do not
Walker
~100
Surround + grab while you Charge a Prime
Ignore the get-up after knockdown
Shambler
~70
Looks dead after two hits; still bites on a missed recovery
Walk past a downed Shambler to “save stamina”
Either, empty bar
Unchanged
Failed grab minigame is a bite
Quick-trade into a second body on red stamina
Knock the Walker down, then spend the window
Blunt Strong or Charged that puts a Walker on the floor is only half the kill. Official notes: downed infected take 100% extra damage until they stand. Stay on the body. If a second Walker is already in grab range, shove first — the downed one waits a beat; the standing one does not. Shove is F. Full string: melee.
Shambler is cheaper, not harmless
Seventy HP means a committed melee string should end it. It does not mean you sprint through the body to loot. A Shambler grab on a red bar is the same infection clock as a Walker grab. If death clouds or lingering hazard appear after a Shambler drops, treat the tile as infected ground until you confirm otherwise — do not invent a radius here. Path around, then finish. The tips list is the short version: melee first, then move.
When the cheap bodies are handled, the thing that actually catches you is a Runner.
How do I handle Runners?
Runners close the gap your Charged recovery assumed you had. Official 1.0 audio notes boosted Runner pursuit volume so you can hear the sprint before you see it. HP for Runners is TBA on this page — do not copy the official 100 HP normal-zombie number onto them. They are the reason shove-only plans fail.
Situation
Do this
Fail state
Runner in a yard with stamina up
Create space, then a committed head — gun if you cannot catch the angle
Kick-spam as the only plan
Runner plus Walkers in a doorway
Shove the pile, step back, do not Charge the Runner through the Walkers
Windup in the door while the Runner hits the back of the stack
You already fired
The AI heard you — finish the Runner, then stop making noise
A second unsilenced mag “to be safe”
Nightmare
More Runners, less ammo — the first mag is for this body
Spending it on three Walkers you could have shoved
Hear it, then spend the expensive answer
Pursuit audio is the tell. If you wait until the Runner is on your chest, the grab is already the next beat. A kept pistol or SMG with a suppressor is the quiet expensive answer; an unsuppressed rifle is the loud one. Unload guns you will drop so that answer exists. Calibers and Muzzle slots: weapons.
Do not teach “Runner = weak Walker”
Community shorthand calls Runners fragile. This page will not print a fake HP. What is confirmed: they sprint, they pull attention, Nightmare spawns more of them, and a shove is a reset, not a kill. If the bar is empty, you do not contest a Runner with Quick. Back up, let a teammate take it, or spend the gun. That is also the tips noise rule applied to one body.
Armor is the other reason a “headshot habit” from Walker clears stops working.
How do Firefighter, Riot, Construction, and Army zombies work?
Four named kits sit above street Walkers: Firefighter (helmet plus a tank that can explode), Riot Police, Construction, and Army. Exact soak values stay TBA. The play is the same: the head is not a free Walker headshot, and a mag dump into a helmet is how Nightmare ammo disappears.
Kit
Confirmed tell
Do
Do not
Firefighter
Helmet + exploding tank
Stagger / flank; respect the boom if you crack the tank
Stand in the tank blast to “finish faster”
Riot Police
Riot / police armor
Treat the head as protected until it isn’t
Chip the visor with Quick on empty stamina
Construction
Work helmet / gear
Same as other helmets — plan the shot or the Charged
Assume a hatchet Quick deletes it
Army
Military kit
Save a kept rifle or a committed melee string
Spray the vest “because army should die to guns”
Helmets are why you kept one gun
Walker headshots still matter. Firefighter and Riot heads are why you kept a rifle with ammo in it. Sight / Rail / Muzzle only go on a keeper. If the only gun in the bag is a Gruber .22, it is not a Prime or helmet deleter — swap the plan back to stagger-then-Charged, or leave the room. Roster: weapons.
The tank is a room event
Firefighter tanks can explode. That is a squad-positioning problem, not a loot trick. If you crack it, you are responsible for who was standing in the cone. Call the kit the moment you see the silhouette so the melee player does not Charged-swing into a boom. Construction and Army are slower reads — if it is wearing a helmet, it is not a 100-HP Walker. When in doubt, blunt knockdown if the kit will drop, then spend the +100% on the body, not on the helmet.
Knockdown and missing legs are the two states that turn a type fight into a floor fight.
What happens when I knock them down or cut the legs?
Official combat notes split the profiles. Blunt knocks down. Downed infected take 100% extra damage until they stand. Sharp dismember on legs creates Crawlers you still have to finish. Reanimation notes.
State
How you got it
Window
Trap
Downed
Blunt knockdown (pipe, bat, shovel, wrench, rebar)
+100% damage until they rise
Turning to the next shout and letting them stand in your recovery
Crawler
Sharp leg cut (knife, cleaver, machete, hatchet, trimmer, axe)
Slower, still grabs
Leaving it in the reload lane for a teammate
Standing Prime / armor
You never got the state
No bonus
Swinging as if the +100% already applied
The +100% is the reason blunt exists
A Shovel or Baseball Bat earns its stamina cost on the floor, not on the first hit. Stay on the body. If a Runner is already in the yard, the downed Walker waits; the Runner does not. Shove the threat, then return to the bonus window. That is the whole blunt loop on melee.
Crawlers are how sharp clears fail
A clean leg cut feels like a win and then eats the player who is reloading. Finish Crawlers before you rotate. They are not a unique type in the official 10. They are a state you created. Small Knife and Cleaver need a shove opener because reach is tiny; Fire Axe and Tree Trimmer do the same job at two-hand range. Do not sharp-cut a Prime’s legs as a substitute for a Charged head — you have now made a 130-HP problem that still crawls.
All of this gets worse if you taught the map you exist. Sound-driven AI is the multiplier.
How does sound-driven AI punish gunfire?
Infected path to noise. A quiet shove-and-swing clear stays a Walker problem. An unsilenced mag dump becomes Runners and Primes walking into the same room. 1.0 also made headshots more distinct and boosted Runner pursuit audio so you can read the fight without printing a fake aggro radius.
Noise
What the AI does
When it is worth it
Melee / shove
Local. Pack stays the pack you pulled
Walkers, Shamblers, isolated interiors
Suppressed shot
Quieter, not silent
Prime / helmet / Runner you cannot catch
Unsilenced rifle / shotgun
Broad pull — expect extra bodies
Extract panic, speaker waves, a Prime that will not stagger
Throwable (frag, pipe, molotov)
Room event + fire
Stacked Primes / armor, last holds — not three Walkers
If you shoot, you bought the next wave
Finish what you pulled. Do not start a generator, a radio, or a side POI with a fresh gunshot still ringing. Suppressors live on the Muzzle slot of a keeper — fit one before you volunteer to be loud. Unload dropped guns so the next loud event has ammo. Nightmare leans even harder on that unload habit. Details: weapons and the short tips list.
Audio tells are part of the type sheet
Runner pursuit volume is a type tell. Distinct headshot sound is a confirmation, not a reason to keep firing. If you hear sprint after a shot, the AI already voted. Switch to the Runner plan above. If you hear nothing and you are still dumping, you are teaching a quiet map to come find you.
Nightmare is that lesson with worse density and worse ammo.
What does Nightmare change?
Official 1.0 difficulty copy: Nightmare sees more zombie variety, with special types and Runners / Primes much more prevalent, and ammo scarcity leans harder on unloading weapons. Account XP 200%, Character XP 300%, Credits 200% — paid for with density, not with a secret type. Beginner’s 30% effective HP cut is not here. Armageddon notes.
Difficulty
Zombie / ammo note
What you change
Beginner
Zombie effective HP −30%; more UI
Learn types here; do not take the HP cut into Nightmare planning
Normal / Hard
Pressure scales; Hard pays more XP / Credits
Melee still default; guns for Prime / helmet / Runner
Nightmare
More specials, Runners, Primes; tighter ammo via unload rules
Every mag is a Prime or extract mag until proven otherwise
Plan the 130, not the 100
On Nightmare you will see No More Room in Hell 2 prime zombies often enough that a Walker-clear habit is a wipe. Keep one melee that can Charged-head without emptying the bar, one gun with ammo, and pills. Do not spend the Molotov on three Walkers before a speaker wave. Do not teach the squad that Shamblers are “free” when a Prime is in the same hall.
Unload is the ammo patch
1.0 explicitly leans Nightmare scarcity on unloading weapons you will not keep. If you drop a pistol with rounds in it, those rounds are gone. Dump them first. That is how you still have an answer when the next Prime and the next Runner stack. Shop versus field: weapons. Habit list: tips.
The remaining failures are process, not missing HP numbers.
Which zombie mistakes wipe a Responder?
Scan this before you queue again. Most deleted slots are type errors: treating a Prime like a Walker, leaving a Crawler, or teaching the map you exist.
You can turn and attack the squad — call veins, peel or early extract
Nightmare mag on the first Walker
That mag is for Primes, helmets, and Runners
Solo as the place to “practice turning”
Solo has no permadeath — drill ID and knockdown there, then run Beginner Objective
One habit that saves the roster
Before every loud action, name the type. If it is a Walker or Shambler, melee. If it is a Prime, spend the 130-HP plan. If it is a Runner or a helmet, spend the gun you actually kept. That is the whole No More Room in Hell 2 prime zombies loop.
Next: swing strings on melee, the gun you should almost not use on weapons, then the short habit list on tips.
No More Room in Hell 2 zombies FAQ
What are No More Room in Hell 2 prime zombies?
Red-eye infected with about 130 HP in 1.0 notes (normal zombie / Walker ~100, Shambler ~70). Higher damage. Treat as a focus target: stagger then Charged head, or a kept gun. Nightmare spawns more of them.
How many zombie types are in No More Room in Hell 2?
Official recap: 10 unique types. Confirmed names: Walker, Shambler, Runner, Prime, Firefighter, Riot Police, Construction, Army, player-turned. The unnamed remainder is TBA. Crawlers are a dismember state, not a unique spawn.
Do downed zombies take extra damage?
Yes. Official notes: downed infected take 100% extra damage until they stand. Blunt is the knockdown path. Stay on the body.
What happens if I cut off a zombie’s legs?
Sharp dismember can turn them into Crawlers. They are not dead. Finish them before you rotate.
How do I fight Runners?
Do not treat shove as a kill. Hear pursuit audio, create space, then a committed head or a kept gun. Runner HP is TBA. Nightmare spawns more Runners.
What is a Firefighter zombie?
Armored variant with a helmet and a tank that can explode. Do not mag-dump the helmet with no plan, and do not stand in the tank blast.
Are there child zombies?
No. Developers confirmed 1.0 does not include child zombies.
Does Nightmare change zombie types?
Yes. More variety, with specials, Runners, and Primes more prevalent. Ammo is tighter and leans on unloading weapons you will not keep. Beginner’s 30% HP cut does not apply.
Can a player become a zombie?
Death while infected can turn you into a hostile zombie. Call veins early. Do not board extract while collapsing.
What should I read next?
The melee guide for Quick / Strong / Charged and knockdown, weapons for guns and suppressors, then tips for the short noise and ammo list.
Last verified?
August 16, 2026
Related pages
Matched by build plan, shared topics, and guide progression — not random related links.