
Survival Guide
The 100-day clock
- Day 1You wake in flat 3004 on floor 30 after the news report. The taps and power still work: fill every container.
- Day 3The water and power go for good. Only stored, collected or traded water remains. The phone network drops the same day.
- Day 33 infected come for the door between 11:00 and 15:30.
- Day 6Rain from 09:00 to 17:30: open containers on the balcony catch 2.4 L an hour.
- Day 15The infected migration, 19:00 to 23:30 (2m 30s of real time).
- Day 100The last day. If it goes wrong, day 100 can be tried again from first light.
Rations and difficulty
- FullNormal recovery and stamina.
- 2 portions + 2 L
- ReducedGradually weaker stamina recovery.
- 1.5 portions + 1.5 L
- EmergencyIncreasing fatigue and reduced maximum stamina over several days.
- 1 portions + 1 L
- Hunger a daythirst 39, fatigue +55
- -30
- Infected hita heavy hit does 28
- 16
| Difficulty | Drain | Infected HP | Infected hits |
|---|---|---|---|
| EasyGentler hunger and thirst, weaker infected. | x0.8 | x0.8 | x0.75 |
| NormalThe intended balance. Recommended. | x1 | x1 | x1 |
| HardFaster hunger and thirst, tougher infected. | x1.2 | x1.25 | x1.25 |
How loud everything is
- Crouching
- 6
- Walking
- 14
- Radio, low
- 22
- Falling
- 24
- Knocking
- 30
- Sprinting
- 32
- Melee hit
- 35
- Dragging furniture
- 38
- Dropping metal
- 45
- Hammering
- 55
- Breaking glass
- 70
- Shouting
- 70
- Radio, loud
- 90
- Generator
- 110
Doors
| Door | 1 infected | 2 infected | 3 infected |
|---|---|---|---|
| Lock50 integrity | 31s | 16s | 10s |
| Door100 integrity | 1m 3s | 31s | 21s |
| Reinforced150 integrity | 1m 34s | 47s | 31s |
Board across the frame, screwed into the studs: +45 instead of +30. Furniture braced against a closed door holds far better. A door the Caretaker repaired takes 15% less damage.
Water
- Kitchen tap
- 1.3 L a second
- Bathroom tap
- 0.9 L a second
- Tub tap
- 2 L a second
- Heater tap
- 0.6 L a second
- Bathtub
- 60 L
- Rain, open containerday 6 on the balcony
- 2.4 L an hour
- Treatment tablets
- 10 L a tablet
Building projects
Rooftop shelter
A lean-to against the plant room wall: a frame, two blankets over it, tied down. Out of the wind and the cold at night.
- 4x Bundle of Planks
- 1x Box of Screws
- 2x Folded Blanket
- 1x Coil of Rope
Left post, then Right post, then Ridge beam, then Rafters, then Brackets and screws, then Blanket cover (left), then Blanket cover (right) and Tie-downs.
Pigeon trap (west ledge)
A box trap where the pigeons settle in the morning: a base, a mesh enclosure, a drop door on a trip cord. Then bait.
- 1x Bundle of Planks
- 1x Wire Mesh Roll
- 1x Coil of Rope
Base boards, then Mesh enclosure and Drop door and trip cord.
Pigeon trap (east ledge)
A box trap where the pigeons settle in the morning: a base, a mesh enclosure, a drop door on a trip cord. Then bait.
- 1x Bundle of Planks
- 1x Wire Mesh Roll
- 1x Coil of Rope
Base boards, then Mesh enclosure and Drop door and trip cord.
The emergency guide
Building Emergency Guide
Remain indoors. Lock all doors and windows. Avoid contact with anyone behaving violently. Do not travel. Further instructions will follow.
- Store water before the taps stop. Empty containers are useful supplies. Fill every bucket and bottle while the water still runs.
- Count tomorrow's food before eating extra today. Smaller portions have lasting stamina costs.
- Listen before opening a door. Check the peephole, then keep a retreat path.
- Noise travels. Running, falls, dropped metal, dragging furniture and radios can bring attention.
- A radio heard through headphones is safer than a loud speaker. Turn equipment off when finished.
- Treat collected water. Clear-looking water is not automatically clean.
- Repair defences before sleeping. A lock alone will not hold a crowd.
- Do not carry more than you can escape with. Put heavy containers down before climbing.
- Keep flame away from fabric. Use the marked ventilated cooking station.
- Mark routes and keep an alternative way home.
- Check who is asking for help. Look for evidence and choose how much risk to take.
- Return before exhaustion turns a manageable encounter into a disaster.
Written in later
- Pigeons avoid a disturbed roof. Noise and bright light scare them away for a while.
- A roof tank is a finite reserve. Once the riser is open, the taps run slowly until it is empty - fill every container while it lasts.
- A safe room still needs secured access. Every door and vent into it counts.
- A closed fire door reduces sound and movement.
- A running generator attracts attention.
- The building's water and power are gone for good. Only stored, collected or traded water remains.
- The bathroom vent is a second way out. Crouch to move. Buckets, boards and furniture will not fit.
- Open containers on the balcony collect rain. Rainwater is untreated: use tablets or boil it before drinking.
- Listen low, listen at 19:00. North Relay broadcasts every evening. A loud radio is heard through the whole flat and the corridor; a radio can also be left on as a lure.
- Furniture braced against a closed door holds far better. A chair can jam the handle; the couch can be pushed to the marked spot.
- Roof barrels catch far more rain than a balcony bucket. Only on the marked open points; barrel water is untreated.
- Seedlings need about a litre of water every two days. Fast greens are ready in about six days; dry soil stops them growing.
- Raw meat must be cooked before eating. Cook only at the marked open-air station on the roof; cooked food keeps three days.
- A storm tips over anything loose on the roof. Brace barrels with a board or bring them in. Thunder covers noise.
- Repair the door the way Arthur showed you. Board across the frame, screwed into the studs: +45 instead of +30.
- Keep opened food sealed and off the floor. Clean water only for wounds; change a dressing every two days.
- A secured route still costs time. Nora's way between Floor 10 and the ground floor takes about 40 minutes each way. Hunger and thirst keep counting, and it can't be taken with something chasing you.
- The basement cistern is the last big reserve. It never refills. Its water is untreated - boil or treat it.
- A generator charges batteries - and calls them. Every run burns fuel that won't come back, and the noise carries through the garage.
- The handcart hauls for you. Whatever stands on the cart pad at one end of Nora's route arrives at the other with you.
- A latched fire door keeps smoke out as well as the infected. Repaired doors pay off twice.
- One paper doesn't make the whole story. Logs, work orders and what survivors saw - put them together before you judge someone.
About surviving
Food and water are finite after day 3, and every noise can bring the infected to the door. Plan the supplies in the survival planner and pick a class that covers your weak spot on the classes page.
Questions
How long is a day in 30 Floors Up?
7m 30s of daylight and 2m 30s of night, 10m in all. You can sleep from 19:00. All 100 days take about 16h 40m of play in one sitting: there's no saving or continuing a campaign yet.
What happens on day 3?
The water and power stop for good, the phone loses its network, and 3 infected attack between 11:00 and 15:30. Store water and reinforce the door before then.
How long does a door hold?
A door has 100 integrity (the lock 50) and can be reinforced to 150. Each infected does 1.6 a second, up to 3 at once, so a plain door lasts 21s against 3 and a fully reinforced one 31s.
What makes the most noise?
The generator at 110, then radio, loud (90) and shouting (70). Crouching is 6 and walking 14; sprinting is 32.
What happens if hunger or thirst run out?
Below 20 you take 1 damage every 5 seconds, down to 5 health, until the meter is back above 26.

