Spore Head
Left-click with your bow (or crossbow) to fire a fast spore bolt that flies straight. An infected it hits takes 2 hearts over 4 seconds and Slowness I for 3s. Recharges in 30s, shown on your bow's durability bar.
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The Blight takes root on every map. Survivors harvest glowing spore pods under pressure, the horde traps them, a boss can crash any round, and everything you gather buys upgrades and classes you keep and use all year. This is every piece of it, and exactly how it works.
Halloween runs on top of normal Infected rounds. Nothing about hiding, surviving or infecting changes.
What it adds is something to fight over: spore pods sprout around the map a few seconds after the
infected are released, and each one pays Spores, sometimes Marrow, and rarely Heartwood.
Spend them in /halloween on upgrades and event classes that stay yours, and keep working
all year.
Harvest pods and take on the Brood Host if it rises. Your haul is paid at the end of the round.
Trap pods so the next harvester lights up, and defend your Blight Heart from the Harvestman.
Earn three event classes through quests, unlock Halloween upgrades for your perks, and grab a limited-edition hat before they're vaulted.
Rounds keep the usual 60-second hide and four-minute outbreak. Here is what the event layers on, in order.
Before the Mother Zombies are picked, the round rolls for a boss: a 15% chance for each boss the map has (so a boss in 30% of rounds on a map with both), and never more than one a round. If one is coming, everyone is told straight away, with a title, a sound and a pulse of darkness, and where it will be.
Every pod shrinks to a sapling and can't be used. Their labels read "Sprouts once the infected are out".
Each pod ripens at its own random moment in the first 30 seconds, so there's no single rush. If the round rolled the Brood Host, it rises at its nest the moment the infection begins and stays all round.
Survivors harvest pods. The infected trap them so the next harvester lights up.
If the round rolled him, the Harvestman comes for the infected's Blight Heart, and the horde has to stop him.
A "30 seconds left" chat line and sound (in every round, not just Halloween) tell you the end is close. When the round ends, everything you earned in resources lands in your account, as long as the round was a real one. See the rules.
Pods and both bosses only run in rounds with 6 or more players. Smaller rounds play as normal Infected.
Staff hand-place pods on every map, never inside a spawn sanctuary. Every harvestable pod wears a floating label so you can tell it from decoration, and ripe pods sparkle in their own colour.
The kind is set when a pod is placed. Each harvest pays the Spores shown, plus a chance at one Marrow and a separate chance at one Heartwood.
| Pod | Spores | Marrow | Heartwood | How to spot it |
|---|---|---|---|---|
Spore Pod | 3–5 | 30% | — | The everyday pod. Green label. |
Prime Spore Pod | 3–5 | 70% | 12% | Bigger, lit from inside, sparkles gold. The best Heartwood odds. |
Blight Pod | 4–6 | 40% | 3% | A sealed egg pod that bursts when taken. |
Giant Puffball | 6–9 | 15% | — | All Spores. Bursts into a cloud when taken. |
Glowcap Cluster | 2–4 | 55% | 6% | Fewer Spores, good Marrow and Heartwood odds. |
Heartwood is the rare one, so the whole server sees it in chat whenever someone pulls Heartwood from a pod.
Every harvest that pays in full also rolls once for a bonus. The reels spin on your action bar, and most of the time nothing extra lands. When something does, it's one prize from its tier:
| Tier | Chance per harvest | One of |
|---|---|---|
| Legendary | 0.4% | 2 Heartwood, or 2 cosmetic crates |
| Epic | 1.5% | A cosmetic crate, 3 Marrow, or 250 cookies |
| Rare | 5% | A golden apple, 25 Spores, or 75 cookies |
| Uncommon | 10% | A Web Bomb, a Mystery Chest, or 5 cookies |
Rolled Spores, Marrow and Heartwood go into your round pouch like the rest. Epic and legendary wins are announced to the whole server. A legendary gets a title, a fanfare for everyone and a burst of totem sparks.
The infected can't harvest, but they can turn a pod against whoever takes it next.
Trap the pods survivors keep coming back to: prime pods, and the ones near popular hiding spots. Then wait nearby.
The three resources are Spores (the common one), Marrow (uncommon) and Heartwood
(rare). They're spent in /halloween on upgrades
and event classes, and they carry over to next Halloween.
Nothing ever wipes them.
Resources from pods and boss kills aren't paid the moment you earn them. They collect in a round pouch that pays out when the round ends, and only if the round was a real fight. All three of these have to be true:
| Rule | What it means |
|---|---|
| The horde fought | Infected players dealt at least 10 hearts of damage to survivors in total. Damage from the Brood Host doesn't count. |
| Enough players | At some point the round had 6 active players at once (AFK players don't count). |
| A real horde | At some point there were 2 infected at the same time. |
The pouch stops pods being farmed in empty or fake rounds: no horde, no harvest. Twenty or more pods taken in a round where nobody got infected also alerts staff.
Seven of your prestige-shop perks get an extra Halloween rung on top. Buy them in /halloween
with resources.
/prestigeshop (Final Stand's top level is 2), so
every upgrade is 1-4 prestiges away (Final Stand, at 5 tokens, is the long one). You can buy it before
that. There's no rank requirement.Left-click with your bow (or crossbow) to fire a fast spore bolt that flies straight. An infected it hits takes 2 hearts over 4 seconds and Slowness I for 3s. Recharges in 30s, shown on your bow's durability bar.
Every melon your Scavenger rolls comes as a Spore Sapling instead, which heals 2 hearts, twice a melon.
Your Demolitionist grenade has a 12% chance to be a Spore Bomb: a frag-style blast (radius 4, 5 hearts) that also leaves the infected Dizzy for 2s. It hurts the Brood Host too.
Your chestplate comes with Thorns I, on either side of the fight.
When an infected ability hurts you, 25% of the damage you took bounces onto every infected within 2 blocks, credited to you. Several wearers together don't stack it.
When Final Stand brings you back, you return in a golden helmet and golden boots instead of leather, with 1 random grenade (frag, sticky, flash, fire, ice or dizzy).
A shuriken hit also blinds the target for 3 seconds.
Every Halloween upgrade costs this much in total. Each one works once its base perk is level 2.
The Scarecrow (the top class), the Clown and the Mutant are earned, never bought with money:
/halloween with resources.
Send a tunnel of 12 bats streaming into the survivor in your sights (up to 24 blocks, line of sight needed). Over 5 seconds they bite 5 times for 2 hearts in total. If that survivor is infected, gets more than 30 blocks away or breaks line of sight, the tunnel swings to the next survivor, up to 3 in total. A survivor who's blocking takes no bite damage. No target, no cooldown spent.
Every bite that lands charges Rise by 15. At 100 you get a lantern: use it to climb out of the ground 2–3 blocks from a random survivor. For the 2 seconds you're rising you can't be hurt or hurt anyone, then you have Weakness I for 5s. The charge lasts all round, even through deaths.
Sticky and flash grenades do nothing to you.

Mark a survivor within 28 blocks (they're warned), and after a half-second wind-up you corkscrew at them on a bunch of balloons at about 27 blocks a second, steering after them for up to 1.5s. It does no damage: the mark and anyone you pass close to are blinded for 3 seconds and shoved. Walls stop you. No fall damage. No target, no cooldown spent.
Where you land, a balloon is planted for 6 seconds. Survivors within 4 blocks get 3 balloons tied on and their screen fills with drifting balloons for 5s. Survivors can pop it by hitting it.
Hitting a survivor who has balloons tied on pops one and gives you Speed I for 3 seconds, up to 3 pops per survivor.

The only class built for teamwork. Pick up another Mutant (right-click them, or use the ability with one within 4.5 blocks) and press again to throw them where you're looking, about 28 blocks on flat ground and further if you aim up. You're slowed while carrying and drop them after 2s. The thrown Mutant takes no fall damage for 8s, and the first survivor they fly into takes 2 hearts and is knocked away. The cooldown is only spent on the throw. If the Mutant you threw gets a kill within 10 seconds, you earn +0.5 scorestreak.
No Mutant nearby, or sneaking? The ability rips a boulder out of the ground and holds it overhead (free). Press again to throw it, or it goes on its own after 2s: about 25 blocks, and the first survivor in its path takes 2 hearts and knockback.
Only survivors can hurt the Brood Host, so the first two are done as a survivor.
All three classes: 2,850 Spores, 350 Marrow and 53 Heartwood, plus their quests.

A rooted fungal horror that rises from its nest and stays for the whole round. It's a fight the survivors choose to take: go and bring it down for a big share of resources, or leave it be.
| Phase | When | What changes |
|---|---|---|
| Emerging | first 5s | Can't be hurt while it climbs out. |
| Awake | above 60% | Green outline. Rupture, Sac Mortar and Gaze. |
| Enraged | 60% – 25% | Orange outline and a roar. Adds Grasping Roots, Carrion Swarm and Hatching. Infected within 12 blocks get Speed I. |
| Frenzy | 25% and below | Red outline. Every attack comes 40% faster, Rupture grows to 5 blocks, and Spore Rain begins. |
All of its damage ignores armour and can infect you. Its aimed attacks only target survivors who have damaged it, within 80 blocks.
| Attack | Effect | Every | How to dodge |
|---|---|---|---|
| Ground Rupture | 1.5 hearts and thrown back, to anyone within 4 blocks | 6s | A red ring warns you. Back off. |
| Sac Mortar | 1 heart and Slowness I for 3s, per sac | 8s | Lobbed where you stood. Keep moving. |
| Grasping Roots | Rooted in place for 2s | 10s | Step out of the ring at your feet. |
| Carrion Swarm | A homing tube of bats: 1 heart and Darkness for 3s | 14s | Break line of sight. |
| Gaze | Marks you: glowing for everyone for 6s, and the infected are told | 18s | Break line of sight during the 1.5s beam. |
| Hatching | 2 hounds (10 hearts each) that hunt and bite 1 heart a second for 12s | 25s | Kill them, or kite them. |
| Spore Rain | ½ heart every 4s to survivors under open sky (Frenzy only) | 4s | Get a roof over your head. |
The "every" times are normal speed. In Frenzy each comes 40% sooner.
| Outcome | Result |
|---|---|
| Survivors kill it | 200 Spores, 30 Marrow and 5 Heartwood, shared between everyone who damaged it by how much they dealt. Into your pouch. |
| It survives the round | Every pouch pays two thirds. |

The infected get a boss of their own. A giant scarecrow-reaper rises at the edge of the map with a torch and walks for the horde's Blight Heart, a beating heart grown from the ground. If he burns it, the horde pays. Survivors can only watch.
He only ever attacks the infected, and his damage ignores armour.
| Attack | Effect | Every | Reach |
|---|---|---|---|
| Reap | 3 hearts, 2s of fire and knockback | 2.5s | 4.5 blocks in front; anyone within 2 |
| Lantern Slam | 2 hearts, 3s of fire and a launch | 8s | 5-block ring, when you crowd him |
| Searchlight | 1 heart, 2s of fire and glowing for 8s | 14s | A 14-block sweeping beam |
| Crows | 3 crows: 1.5 hearts and Blindness for 2s each | 16s | Infected within 18 blocks |
| Outcome | Result |
|---|---|
| The infected kill him | 120 Spores, 20 Marrow and 3 Heartwood, shared by damage dealt, into the pouch. Every infected gets Speed I for 30s. |
| He burns the Heart | Every infected glows and gets Weakness I and Slowness I for 30s. Every survivor still alive earns +10 Spores. |
| The round ends first | He leaves. No payout. |
A new infected scorestreak. Unlock it in /prestigeshop for 2 prestige tokens (while the
event is on) and equip it in /streaks.

Some maps get the Blight's source: a towering fungal spire about 35 blocks tall, with a heart that beats loud enough to hear from 30 blocks away, though not through walls. Spores drift from its crown and embers climb its trunk.
The Blight you see on the maps is placed by our builders with Spore Packs: 27 ready-made scenes that grow onto a floor, a wall or a ceiling. Here's every one, rendered from the game's own models exactly as it places in game.
FloorA lush meadow: mould paint, a mycelium carpet, glowcaps and puffballs, one tall stalk, a spore haze.
FloorA fairy ring in a clearing, ringed by tall blightcaps, lichen and glowing nodules.
FloorA rotting mound with a giant puffball, a burst pod and a vent puffing spores.
FloorA blight tree with giant stalks and saplings around it: a landmark - keep it out of firing lines.
FloorThe original spore set: patches, sprouts and sacs around a blooming centre.
WallShelf fungi climbing a wall over veins, a drape at the top and growth along the foot.
WallSwollen spore sacs and glowing nodules bursting out of a mould-painted wall.
WallThe original spore set's creep and shelves over painted veins.
CeilingStrands, tendrils, glowing bulbs and a hanging pod from a mould-painted ceiling.
CeilingFungal drips and tendrils hanging from a spreading ceiling stain.
FloorA pool of glowing spore-milk ringed by spore grass and tufts, glow nodules in the moss, motes drifting above.
FloorThe floor cracked open by bursting tendrils: root crawlers, a spore vent, burst pods and a spore cloud.
FloorThe Origin's offspring taking root: seedling spires, sealed spore pods and cordyceps on a creeping stain.
FloorAn overrun position: sandbags, a burst oil drum, a crate, a helmet and a radio still glowing, all swallowed by mycelium.
FloorA Halloween corner: mouldy jack-o-lanterns, an infected skull and a spore lantern among glowcaps.
FloorA dead tree being eaten alive, braided stalks, antler fungus and a mushroom streetlamp: a landmark - keep it out of firing lines.
FloorMushroom streetlamps down both sides of a path (the way you're facing) over a mycelium carpet: lights a dark corridor.
FloorA 6-block spore geyser bursting from cracked ground, with vents, puffballs and drifting haze: a landmark.
FloorA 6-block mega cap in a ring of glowcaps, puffballs and blightcaps: a landmark.
FloorAtmosphere for a big open space: floating spore clouds and motes over a light stain. Nothing underfoot.
FloorThe densest pack: paint, carpet, clusters, vents, pods, stalks, roots and haze all at once. Where the Blight has won.
WallA 3x3 terrace of glowing shelf fungi climbing the wall over veins, with growth along its foot.
WallFungal eye-bulbs that blink at players, set in veins, lichen and mycelium blotches.
WallA torn hole with tendrils pouring out, blisters around it and roots crawling across the floor below.
WallAn overgrown soldier sitting on the floor with his back to the wall (aim at the wall; he drops to the floor below), his helmet and radio beside him.
CeilingA glowing fungal chandelier with bulbs and strands around it on a veined ceiling: lights a room.
CeilingVictims hung up in cocoons under a torn web veil, with tendrils and drips around them.
Ten Halloween hats, on sale until 13 November. After that they're vaulted, never to return. Every copy carries a serial number in the order players got it ("Your copy: #014"), and you can try one on in the lobby for 10 seconds.
| How | Hats |
|---|---|
| Halloween Hat Pack $12.99 | Black Cat, Zombie Hand, Hog Head, Undead Cowboy |
| Collector's Pack $19.99 | All ten, including four only in this pack: Pumpkin Head, Witch Hat, Creepy Crawly and Bonehead. Also 3 Cookie Boosters, 3 Mastery Boosters, 5 crates and the title "The Hallowed". |
| Earn: Ghost Buddy | Harvest 200 spore pods before 13 November. |
| Earn: Devil Horns | Help slay the Harvestman before 13 November. |
Also in the store for Halloween: the Hallowed Chroma Set ($14.99). Hallowed Leather fades from pumpkin orange to black and back, and the Hallowed Trim carves a glowing jack-o'-lantern into your armour that stays lit as it goes dark. It's sold until 13 November too, then vaulted with the hats.
Everything you earn is yours to keep, and you keep using it all year. Only earning and buying need the event to be on.
| Yours for good | When the event ends |
|---|---|
| Event classes you unlocked | Kept, and playable all year. |
| Halloween upgrades | Kept, and working all year while the base perk is level 2 or higher. |
| Spore Hounds | Kept, and usable all year. |
| Halloween hats | Kept and wearable all year. Vaulted for everyone else after 13 November. |
| Spores, Marrow and Heartwood | Kept, and spendable again next Halloween. |
| Quest progress | Saved. It picks up where you left off next Halloween. |
The round didn't count as a real fight: the horde didn't deal 10 hearts to survivors, the round never had 6 active players at once, or there were never 2 infected at once. You still keep your cookies, and the game tells you which rule failed.
No. They trap them instead, so the next survivor to harvest one glows for everyone for 3 seconds.
No rank requirement, and you don't need the perk at all to buy one. The upgrade starts working once the base
perk is level 2 in /prestigeshop.
Yes. Event classes, Halloween upgrades, Spore Hounds and hats all stay yours and keep working all year. Only earning and buying need the event to be on.
Each round has a 15% chance of the Brood Host and, on maps that have him, a 15% chance of the Harvestman, but never both. You'll know at the start of the round: everyone is told, with where it will be.
No. Every event class is earned through its quests and paid for with resources from playing.
Pods don't work with fewer than 6 players, each player can harvest 10 times a round, and the pouch only pays out for real rounds. Playing the round is always worth more than hiding to farm.
Whoever finishes the 1-second hold first takes it. The label shows "Being harvested..." while someone's on it.
This guide is a preview. Halloween is still being finished, so some numbers may change before it goes live. Questions? Ask in the Discord.
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