DOL INTELLIGENCE // EYES ONLY

EXCLUSION ZONE FIELD GUIDE

Identification, behavior, and survival guidance for every confirmed hostile operating inside the Dawn of Lies exclusion zone.

12 INFECTED VARIANTS1 HOSTILE FACTION

BIOLOGICAL THREATS

INFECTED VARIANTS

Standard Infected

FILE 01

LOW THREAT

INFECTED

STANDARD INFECTED

The most common infected encountered throughout the exclusion zone.

ARCHIVED LORE

Patient zero had a name. Nobody left alive remembers it. Now the infection wears thousands of faces.

OPEN THREAT REPORT

BEHAVIOR

Standard Infected pursue nearby survivors and attack at close range. Individually manageable, they become dangerous when noise draws them into a larger horde.

FIELD NOTE

Maintain distance, conserve ammunition, and avoid being surrounded.

Shambler

FILE 02

MODERATE THREAT

INFECTED

SHAMBLER

A slow-moving infected recognized by its glowing eyes and unnatural resilience.

ARCHIVED LORE

Death already failed to hold them once. The glowing eyes are your warning that it may fail again.

OPEN THREAT REPORT

BEHAVIOR

Shamblers advance slowly but may rise again after appearing to be neutralized. A downed Shambler should never be assumed dead after the first hit.

FIELD NOTE

Double-tap every downed Shambler before moving past it.

Exploder

FILE 03

HIGH THREAT

INFECTED

EXPLODER

A volatile infected covered in swollen explosive growths.

ARCHIVED LORE

The infection turned its host into a walking pressure vessel. By the time the growths begin to glow, there is nothing human left to save.

OPEN THREAT REPORT

BEHAVIOR

Exploders detonate when damaged or after closing the distance to a target. The blast threatens personnel and can trigger additional hazards nearby.

FIELD NOTE

Engage from range. Never shoot one beside friendlies, vehicles, or other volatile infected.

Smoker

FILE 04

MODERATE THREAT

INFECTED

SMOKER

A bloated carrier that releases a dense smoke cloud when it detonates.

ARCHIVED LORE

Early cleanup teams mistook the smoke for harmless decay. Most never saw what walked out of the cloud behind them.

OPEN THREAT REPORT

BEHAVIOR

Smokers explode when shot or when they reach a target. Their short-duration cloud obscures visibility, disrupts coordination, and can conceal an approaching horde.

FIELD NOTE

Destroy it at range and wait for the smoke to clear before advancing.

Hazmat

FILE 05

HIGH THREAT

INFECTED

HAZMAT

A contaminated infected sealed inside deteriorating protective equipment.

ARCHIVED LORE

The suit meant to keep the contamination out became the perfect chamber for cultivating something worse within.

OPEN THREAT REPORT

BEHAVIOR

Hazmat Infected burst when damaged or when they reach a target, creating a lingering acid bubble. The contamination damages both personnel and vehicles over time.

FIELD NOTE

Keep vehicles clear of the impact zone and do not enter the acid bubble until it dissipates.

Light Bomber

FILE 06

HIGH THREAT

INFECTED

LIGHT BOMBER

A ranged mutation capable of sustained explosive fire.

ARCHIVED LORE

Its arms withered as the mutation redirected everything toward a new purpose: turning living tissue into ammunition.

OPEN THREAT REPORT

BEHAVIOR

Light Bombers rapidly launch explosive projectiles. Each blast affects a small radius and damages personnel and vehicles, making exposed groups especially vulnerable.

FIELD NOTE

Break line of sight, spread out, and prioritize it before it can establish sustained fire.

Heavy Bomber

FILE 07

EXTREME THREAT

INFECTED

HEAVY BOMBER

A heavy ranged mutation built around a devastating single projectile.

ARCHIVED LORE

Where the Light Bomber overwhelms, the Heavy Bomber erases. Wrecked convoys are often the first—and only—evidence that one was nearby.

OPEN THREAT REPORT

BEHAVIOR

Heavy Bombers launch large, fast-moving projectiles that explode on impact. A direct or near hit can cause massive damage to vehicles and personnel alike.

FIELD NOTE

Treat it as an anti-vehicle threat. Use hard cover and eliminate it immediately.

Acid Spitter

FILE 08

HIGH THREAT

INFECTED

ACID SPITTER

A ranged infected that suppresses targets with rapid corrosive projectiles.

ARCHIVED LORE

The victim's digestive system continued evolving after death. Hunger became corrosion, and corrosion became a weapon.

OPEN THREAT REPORT

BEHAVIOR

Acid Spitters fire repeatedly, inflicting damage over time and slowing exposed survivors. Their rate of fire can pin down a squad while other infected close in.

FIELD NOTE

Move between cover, avoid repeated exposure, and prioritize it during mixed-infected attacks.

Tank

FILE 09

EXTREME THREAT

INFECTED

TANK

A fast, heavily mutated infected with exceptional durability and striking power.

ARCHIVED LORE

No confirmed identity exists beneath the fused tissue. Survivors simply named it after the only thing it resembled: armor that refused to stop.

OPEN THREAT REPORT

BEHAVIOR

Tanks absorb enormous amounts of gunfire, move faster than most infected, and inflict severe damage at close range. They can rapidly collapse an unprepared defensive line.

FIELD NOTE

Focus fire, maintain an escape route, and do not allow it to isolate a squad member.

Bloater

FILE 10

HIGH THREAT

INFECTED

BLOATER

A massive, slow-moving infected capable of absorbing sustained damage.

ARCHIVED LORE

The Bloater was an overweight survivor who failed to follow Rule No. 1: Run. The infection made sure it would never need to again.

OPEN THREAT REPORT

BEHAVIOR

Bloaters advance slowly but withstand heavy punishment and strike with tremendous force. Their bulk can block routes and shield weaker infected behind them.

FIELD NOTE

Kite it through open ground and concentrate fire before it reaches the formation.

Summoner

FILE 11

EXTREME THREAT

INFECTED

SUMMONER

A priority target capable of creating new outbreaks in the middle of a fight.

ARCHIVED LORE

Some infected spread the plague by biting. The Summoner calls the plague to it—and even in death, the horde still answers.

OPEN THREAT REPORT

BEHAVIOR

Summoners launch flare-like projectiles that detonate after landing and spawn multiple infected within the blast radius. Killing a Summoner also releases a small horde around its body.

FIELD NOTE

Kill it at long range, then keep clear of both the projectile impact and the corpse.

Aberration

FILE 12

HIGH THREAT

INFECTED

ABERRATION

A slow invisible infected betrayed only by sound and distortion.

ARCHIVED LORE

Recon teams first logged the noises as faulty equipment. Then footprints appeared beside them with no one there to make them.

OPEN THREAT REPORT

BEHAVIOR

Aberrations are difficult to see but unusually loud. Their outline produces a warping effect, and at night their movement can be tracked by the shadows they cast.

FIELD NOTE

Listen carefully, watch for distortion, and use its nighttime shadow to track movement.

HUMAN THREATS

HOSTILE FACTIONS

Bandits

FILE 01

EXTREME THREAT

HOSTILE HUMAN

BANDITS

Separatist guerrillas fighting to control the resources that still matter.

ARCHIVED LORE

They survived the end of the world and learned the wrong lesson: if civilization is gone, everything belongs to whoever can take it.

OPEN THREAT REPORT

BEHAVIOR

Bandits operate in small hit squads to ambush enemies, raid supplies, and disrupt rival factions. Their armament varies and may include rifles, machine guns, and RPGs.

FIELD NOTE

Expect coordinated fire, flanking, and anti-vehicle weapons. Confirm the squad is clear before recovering resources.