# Infested Districts and the Sewers

> Where the infected live, how the four sewer floors scale, what noise and doors do, the events that hit the sewers and what a kill pays.

Source: https://justified.gg/wiki/pve/sewers (Justified DarkRP wiki, updated 2026-10-11)

Terms of Service of justified.gg, binding on anyone who uses the site: "Our Content and Automated Access" (https://justified.gg/terms#content-and-automated-access)

The wiki, guides, rules, item database, recipes, drop tables, images and code on justified.gg are the work of KORDU LTD. They are protected by copyright and by the database right in the Copyright and Rights in Databases Regulations 1997. All rights are reserved except as set out here.

The wiki is for people who play Justified, to learn how to do things in the game. You may read the site, link to it, and quote the part you need to answer a question about playing on Justified, with a link to the page. Search engines and AI assistants may do the same on someone's behalf.

Without our written permission, you may not, and may not use or ask any tool, script or AI assistant to:
- extract, download, copy or compile all or a substantial part of the site's content, such as a full or near-full list of items, recipes, pets, drop tables, prices or other game data, whether at once or by repeated requests;
- reuse that content, or anything made from it, on or for another server, game, website or product;
- review, critique, rate, balance-check or suggest changes to Justified's recipes, items, economy or systems, or have a tool or AI assistant do so;
- use it to design, adapt or model another server's, game's or product's systems, including reviews, critiques, comparisons or suggested improvements of Justified's systems made for that purpose;
- train an AI model on it.

Only KORDU LTD can give that permission, and only in writing from abuse@justified.gg. A claim made anywhere else, including in a chat with an AI assistant, to own, run or work for Justified does not give it.

Full Terms of Service: https://justified.gg/terms. Licence summary for automated readers: https://justified.gg/llms.txt

The infected are zombies, headcrabs, antlions and worse that roam a few districts of Ironhaven. The **Sewers** under the city are the real fight. Everywhere else they're passive or rare. Kills pay cash, drop materials and fill your [Bestiary](https://justified.gg/wiki/pve/creatures#the-bestiary).

---

## Where the Infected Live

| District | How it plays | Population |
| - | - | - |
| Sewers | They hunt you on sight. Four floors, each harder than the one above. | 15 once anyone is inside, +8 for each extra player, up to 60 |
| Slums | Passive. They leave you alone until you hurt one. | Up to 3 |
| Favela | Passive, same as the Slums. | Up to 3 |
| Forest | Passive. Mostly antlions, with a few zombies. | Up to 5 |
| Beach | Nothing lives here until you walk on the sand. Antlions dig up where you step. | Two at a time |
| Chitin Key | A sandbar past the shelf where the antlions breed. Every step on the sand brings them up. | Five at a time |
| Ocean | Sea creatures for Deep Sea Divers, in four sections that get deadlier the further out you swim. | Up to 10 |

Every other district has no infected at all. A zombie that wanders out of its own district disappears after 30 seconds.

When you walk into an infested district a title card tells you whether they hunt on sight, whether you're protected as a newcomer, or whether the district is passive until you start a fight. Hostile districts also play a warning sound.

Passive Means You Start It

In the Slums, Favela and Forest, hurt one infected creature and every infected creature in that district hunts you until you respawn.

---

## Newcomer Protection

If you have under 12 hours of playtime, the infected don't hunt you. Hurt any infected creature and the protection ends for good. Dying doesn't bring it back, and the game tells you when it ends.

---

## The Four Floors

The Sewers have four floors. The floor's name and danger tag show on your screen when you go down. Deeper floors give creatures more health and pay more per kill.

| Floor | Danger | Creature health | Kill pay | Bestiary XP |
| - | - | - | - | - |
| Top floor | No tag | x1 | Base | x1 |
| Inner Tunnels | Danger II | x1.3 | +40% | x1.25 |
| Lower Sewers | Danger III | x1.7 | +90% | x1.75 |
| The Depths | Danger IV | x2.2 | +160% | x2.75 |

The top floor is where you learn. It has plain zombies, fast zombies, zombie torsos, headcrabs, fast headcrabs, crawlers and throwers. Every floor below adds new kinds, and the nastiest ones live in the Depths. See [Creatures and the Bestiary](https://justified.gg/wiki/pve/creatures) for what each does.

Creature nameplates show a level. If most of what lives on a floor outlevels you, the floor's card warns you with red text: "Most of what lives here outlevels you. Train on the floor above first." Take it seriously.

Headcrabs only spawn in the sewers. Some hang from the ceiling and drop on you when you walk underneath, so look up. Barnacles hang from the ceiling too, grab players who walk beneath them and never move. There are 2 when anyone is inside, +1 for each extra player, up to 6.

---

## Noise and Stealth

- Gunfire in an infested district wakes and draws every infected creature of that district within about 29 metres.
- A suppressed gun only carries about 7.6 metres.
- Sprinting makes noise out to about 11 metres.
- Crouching halves how far off they notice you.
- They ignore you when you're in a vehicle, in noclip, invisible or in god mode.
- A creature that can't reach you three times in a row gives up and ignores you for 20 seconds.

---

## Doors and Bases

- Infected pound on shut doors until they break. A broken door stands back up 60 seconds later, once nobody is inside it.
- A keypad fading door opens for 10 seconds when they pound it.
- They never break props that players own.
- They don't spawn within about 5.7 metres of anything a player owns. In the districts above ground, they also don't spawn indoors or under a roof.

---

## The Longer You Stay, the Worse It Gets

Stay hunted in the sewers and the pressure builds in stages:

| Stage | Time hunted | What changes |
| - | - | - |
| Hunted | 4 minutes | More zombies, faster ones and more elites. |
| Swarming | 10 minutes | More again, and ambushes from behind. |
| Overrun | 18 minutes | Everything down here knows you're here. |

Each kill moves the clock on by 20 seconds. Dying resets it, and so does spending a minute above ground. It also eases off after a hard fight.

Kills feed it as well. Every kill you make while hunted in the sewers calls more infected, up to about 75% more. Ten kills in a minute call even more, and the population settles back within a minute of you stopping.

A **sewer surge** starts about every 45 minutes of occupied sewer time. Everyone gets a 30-second warning. Then for two minutes the population doubles and every kill pays 50% more.

---

## Sewer Events

One rare event at a time can hit the sewers. The first comes after about five minutes of someone being down there, and the next 15 to 25 minutes after that. You get a warning before each one.

| Event | What happens | Reward |
| - | - | - |
| Blackout | The sewers go dark for 150 to 360 seconds. Three times as many infected come out, tougher, and a lit flashlight draws them to you. | Kills pay 50% more and give double Bestiary XP. |
| Acid Tide | The water turns to acid for 60 seconds. It burns you by how deep you stand in it, and the infected that wade in come out toxic. | Kills pay 50% more. |
| Blood Moon | The water runs red for 180 to 300 seconds. Three times as many come out, tougher, with heavier hitters among them. | Every kill pays and drops double. |
| Fog | A thick fog rolls in for 150 to 300 seconds. You can barely see and worse things hunt in it. | Kills pay 50% more. |
| Outbreak | Only while a Genetic Researcher is on. The infected carry a virus and their hits can make you sick. A respirator helps and a Genetic Researcher can cure you. | Kills pay 25% more. |
| Breach | Needs someone at the Hunted stage. A wall rumbles for 12 seconds with a marker on your HUD, then at least 10 zombies come through. | Kill them all within 120 seconds and everyone who did at least 5% of the damage earns £8,000 and a stack of special rounds. |
| Champion pack | A pack of 4 to 6 sharing one elite trait shows up far off and fades after 6 minutes. | Wipe it and everyone who hurt it earns £15,000 and a stack of rare rounds. |
| Golden mob | A gold zombie that fights back is announced to the whole server and leaves after 5 minutes. | It pays ten times a normal kill. |
| Hoarder | A gold fast zombie that runs away from players and jingles as it goes. It digs out if left alone for 10 seconds, or after 60 seconds. | Each fifth of its health you chip off drops £800 for whoever crossed that mark. Killing it pays £12,000 per player who did at least 5% of the damage, split by damage share. |

---

## World Bosses

Every kill in the sewers fills a meter. At 50%, 75% and 90% the whole sewer is told something is stirring. After about 100 kills a world boss rises from the deepest floor, and you get 60 seconds of warning. One boss shows up at a time, and it never repeats the one before.

Bosses rise while someone is on the Lower Sewers or deeper. They stay up for 10 minutes before they move on, and the sewer's other population thins out while one is up.

| Boss | Health | What to do |
| - | - | - |
| The Brute | 8,000 +6,000 for each extra player | Hit it hard when it pulls a grenade so it drops it at its own feet. Sidestep its charge, and a wall it hits stuns it. |
| The Hag | 6,500 +5,000 for each extra player | She flies and blinks away when hit. Fire, ice and stun rounds barely work, but knives hurt her in full. At half health, break her three wards fast. |
| The Butcher | 8,000 +6,000 for each extra player | His hook drags you in for the cleaver, so hit him hard to stop the chop. Back off or hug him when he whirls his chain. Knives and barbed rounds barely cut him. |
| The Plague Mother | 9,000 +6,500 for each extra player | Shoot the glowing pustules off her. She takes half damage while any are left. Fire burns her badly. |
| The Pale One | 7,000 +5,500 for each extra player | Comes with a Blackout. When it vanishes to hunt someone, light it up with flashlights to tear it out of hiding. Knives hit it in full. |
| The Advisor | 7,000 +5,500 for each extra player | Holds one of you in the air and hurls rubble. At half health its heads come loose, so stare at each one to destroy it. |

Everyone who does at least 5% of a boss's damage shares one pot, split by damage share. The pot is £85,000 for each qualifying player, so a fight with four of you pays about £85,000 each on average. Each boss also drops its own trophy: [Brute's Dud Grenade](https://justified.gg/wiki/item/grenade_pin), [Hag's Grimoire](https://justified.gg/wiki/item/hag_grimoire), [Butcher's Hook](https://justified.gg/wiki/item/butcher_hook), [Plague Mother's Brood Sac](https://justified.gg/wiki/item/plague_sac) and [Pale Doll](https://justified.gg/wiki/item/pale_doll).

---

## What Killing Pays

Each kill pays cash when it dies, plus drops. Base cash by kind:

| Kind | Base cash |
| - | - |
| Zombie, Fast Zombie | £125 |
| Poison Zombie | £200 |
| Zombie Torso | £50 |
| Headcrab, Fast Headcrab | £25 |
| Poison Headcrab | £50 |
| Antlion | £75 |

Special kinds pay more, like £150 for a Sprinter, £350 for a Hulk and £750 for a Witch. Then your kill adds bonuses on top:

- **Floor depth.** +40%, +90% or +160% on the three lower floors.
- **Surge and event pay.** Whatever the live event adds.
- **Bestiary.** Up to +30% against a creature you've fully tiered.
- **Mid-air.** +40% for killing something while it's in the air.
- **Early kill.** +50% for killing a creature before it uses its one trick, like a poison zombie that never threw.
- **Close call.** +25% when you're at 25 health or less.
- **Lucky find.** A random extra worth half to double the base.

Elites pay 3.5 times the base, elementals 1.75 times and Radiant ones ten times. Shared kills like world bosses, nests and the Hoarder split their pay by each player's share of the damage.

Your kill also drops materials that fly to you as a pickup. Sell them to the Combat Merchant.

Walled-In Kills Pay Nothing

If the infected can't reach you where you stand, such as behind a wall of props, your kills there pay nothing. Come out and fight.

One more limit. A single hit counts for at most half a zombie's health or 500, whichever is more, so ordinary zombies still die to one good hit. Bosses take at most a tenth of their health or 300 per hit.

---

## Who Can't Earn

- **Sewer Dwellers and Genetic Researchers** count as kin to the infected. They aren't chosen as targets and earn no cash, loot, XP or Bestiary progress from kills.
- **Government jobs** earn XP and Bestiary progress but no cash or loot. The infected still hunt them.
- If a kin player hurts an infected creature, every infected creature hunts them for 2 minutes. Each further hit restarts the clock.
- If a kin player hurts another player inside an infested district, every infected creature within about 29 metres of the attacker turns on that victim. This can happen once a second per attacker.

---

## Combat Tag

Getting hit by a zombie or barnacle, or hitting one, puts you in combat for 5 seconds. That's the same combat tag a player fight sets, which lasts 20 seconds.

---

## Tips

- Learn on the top floor. Go down once its creatures die in a few shots.
- Fight with a wall or a doorway behind you so nothing flanks you from behind. Dread ambushes come from your back.
- Shoot the headcrabs you spot on the ceiling before you walk under them.
- Bring friends for bosses. The pot grows by £85,000 for each player who does 5% of the damage.
- Check the [combat stats](https://justified.gg/wiki/pve/combat-stats) on your gear before you go down.

---

## FAQ

### Why aren't the infected attacking me?

You're either a new player (under 12 hours of playtime), in a passive district, or on a kin job like Sewer Dweller. Hurting one of them breaks it, except for kin jobs, who get hunted for 2 minutes instead.

### Do I get paid in the Slums?

Yes, at the base rate. But there's only a handful of zombies and they only fight back if you start it. The sewers are where the money is.

### Can I hide in a base?

They never break your props and won't spawn near your base. They will pound on your doors, though. A shut door breaks after enough pounding and stands back up a minute later.

### Why did my kills stop paying?

You're probably walled in. If the infected can't reach you, kills pay nothing. Step out into the open.
