No More Room in Hell 2 zombies

No More Room in Hell 2 Zombies

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.

Prime, Runner, Shambler, and armored types.

~16 min read

At A Glance

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.

FactDetail
PlatformPC, PS5, Xbox Series X|S
Mode2–8 online co-op · Solo practice
Official count10 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
RunnerSprint chase · HP TBA · do not treat as a Walker with extra speed
Downed100% extra damage until they stand · blunt is the knockdown path
CrawlersSharp dismember on legs — not a unique spawn type; finish them
NightmareMore specials / Runners / Primes · tighter ammo
Child zombiesNot in 1.0
VerifiedAugust 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.

What are No More Room in Hell 2 prime zombies?

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.

Prime zombie with red eyes absorbing multiple melee hits
TellWhat it meansFirst action
Red eyes / heavier silhouettePrime — ~130 HP, hits harder than a WalkerCall it; do not solo-Charge in a three-wide hall
Still standing after a StrongPool is not 100 — you are on a Prime or armorShove, step, Charged head or a kept rifle — not another panic Quick
Pack plus one red-eyeWalkers are the grab risk; the Prime is the time taxPeel Walkers with blunt knockdown, then commit the Prime
Nightmare densityPrimes spawn more often and ammo is tighterSave 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.

TypeHP / tellJob vs youYour job
Walker~100 HP (official normal zombie) · slow packGrab and surroundMelee, blunt knockdown, spend +100%
Shambler~70 HPCheaper pool, still infects on a failed grabDo not greed a Charged past it into a Prime
RunnerHP TBA · sprintClose distance before you recoverGun or space; shove is not a plan
Prime~130 HP · red-eyeSoak swings and punish empty staminaFocus fire / Charged head after stagger
FirefighterHelmet + tankHead protection; tank can explodeDo not dump a mag into the helmet without a plan
Riot PoliceArmor / riot kitSoaks chips; blocks cheap headshotsStagger, flank, or a kept rifle — TBA exact soak
ConstructionWork gear / helmet-classSame lesson as other armor: head is not freeTreat as armored Walker until you confirm the piece
ArmyMilitary kitHigher protection than a street WalkerSave ammo; do not Quick-trade on empty stamina
Player-turnedWas a ResponderHostile zombie after infected deathCall veins early; do not board collapsing
(unnamed 10th)TBAOfficial count is 10; this row is not filledDo 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.

BodyPoolHow it kills youDo not
Walker~100Surround + grab while you Charge a PrimeIgnore the get-up after knockdown
Shambler~70Looks dead after two hits; still bites on a missed recoveryWalk past a downed Shambler to “save stamina”
Either, empty barUnchangedFailed grab minigame is a biteQuick-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.

SituationDo thisFail state
Runner in a yard with stamina upCreate space, then a committed head — gun if you cannot catch the angleKick-spam as the only plan
Runner plus Walkers in a doorwayShove the pile, step back, do not Charge the Runner through the WalkersWindup in the door while the Runner hits the back of the stack
You already firedThe AI heard you — finish the Runner, then stop making noiseA second unsilenced mag “to be safe”
NightmareMore Runners, less ammo — the first mag is for this bodySpending 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.

Armored Firefighter and riot zombie silhouettes in a hallway
KitConfirmed tellDoDo not
FirefighterHelmet + exploding tankStagger / flank; respect the boom if you crack the tankStand in the tank blast to “finish faster”
Riot PoliceRiot / police armorTreat the head as protected until it isn’tChip the visor with Quick on empty stamina
ConstructionWork helmet / gearSame as other helmets — plan the shot or the ChargedAssume a hatchet Quick deletes it
ArmyMilitary kitSave a kept rifle or a committed melee stringSpray 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.

StateHow you got itWindowTrap
DownedBlunt knockdown (pipe, bat, shovel, wrench, rebar)+100% damage until they riseTurning to the next shout and letting them stand in your recovery
CrawlerSharp leg cut (knife, cleaver, machete, hatchet, trimmer, axe)Slower, still grabsLeaving it in the reload lane for a teammate
Standing Prime / armorYou never got the stateNo bonusSwinging 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.

NoiseWhat the AI doesWhen it is worth it
Melee / shoveLocal. Pack stays the pack you pulledWalkers, Shamblers, isolated interiors
Suppressed shotQuieter, not silentPrime / helmet / Runner you cannot catch
Unsilenced rifle / shotgunBroad pull — expect extra bodiesExtract panic, speaker waves, a Prime that will not stagger
Throwable (frag, pipe, molotov)Room event + fireStacked 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.

DifficultyZombie / ammo noteWhat you change
BeginnerZombie effective HP −30%; more UILearn types here; do not take the HP cut into Nightmare planning
Normal / HardPressure scales; Hard pays more XP / CreditsMelee still default; guns for Prime / helmet / Runner
NightmareMore specials, Runners, Primes; tighter ammo via unload rulesEvery 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.

MistakeFix
Quick-spamming a Prime on empty staminaShove, recover, Charged or a kept gun — melee
Dumping a mag into a Firefighter helmetStagger / flank / tank respect; save ammo for a keeper
Kick-only vs a RunnerSpace + gun or a committed head; shove is a reset
Ignoring a downed WalkerSpend the +100% window before it stands
Leaving Crawlers in the reload laneFinish legs you cut before you rotate
Unsilenced fire next to a stealth teammateSuppressor or melee — weapons · tips
Teaching a fan-made 10th type as canonNine named rows + TBA. No child zombies in 1.0
Boarding extract while collapsingYou can turn and attack the squad — call veins, peel or early extract
Nightmare mag on the first WalkerThat 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

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