~/hub / map-wiki / mob-of-the-dead

Mob of the Dead: Afterlife

How Afterlife works on Mob of the Dead: the ghost's powers, the timer, 3 lives in solo and 1 in co-op, what it unlocks, and why it is your only safety net in the First Room.

  • 3 min read
  • 5 chapters
  • updated

Afterlife is the mechanic that makes Mob of the Dead unlike any other map. Your body stays on the floor, your spirit leaves it, and for a short time you can do what no living inmate can: power machines, open doors and reach places with no stairs. It is also the reason there is no Quick Revive on Alcatraz. Back to the Mob of the Dead main page.

How you get in

Every game starts with all players in Afterlife. Nobody has a gun yet: the first job is to free yourself from the cell block, then get back to your body. After that, there are two ways in:

Shock panel

Use a high-voltage panel and you go in on purpose, without losing points or perks. Panels usually sit next to the puzzle they are meant for.

Going down

If you go down with an Afterlife in stock, you drop into Afterlife instead of bleeding out. That one costs you your perks.

Leave the game alone at the very start, let the timer run out without moving, and you get the secret ending: the screen turns black and white, the mobsters bleed out and Samantha’s Lullaby plays as the camera rises from the spawn room to the sky.

What the ghost can do

Ghost speed

You move much faster, jump further and higher, and can float up to ledges the living cannot climb.

Shock attack

A short-range blast that powers voltmeters, the boxes that open gates and run machines. Hit a zombie with it and it gets teleported a short distance away.

Ghost doors

Some walls only let a ghost through, leading to areas the living cannot reach.

Ghost ignored

Zombies do not chase a ghost. They will still swing at you if you are standing in their way.

Ghost mist

Your teammates see a white mist moving around, and the Afterlife symbol above your body.

While you are a ghost, your weapons, points and perks are put aside until you are back in your body. Your hands are your only tool.

The timer and your lives

Timer bar

Standing still, a trip lasts roughly one minute. Moving, sprinting, jumping, shocking and getting hit all burn it faster.

Timer runs out

Your spirit snaps back and you are left in a normal downed state. Without a teammate, that is the end.

Timer paused

While someone is reviving your body, the bar stops draining.

Lives in stock

3 in solo, 1 in co-op, and that is also the cap.

Lives refilled

Completing a round gives one Afterlife back, never above the cap.

To get out, fly back to your body and revive it yourself. A living teammate can revive it too.

What you need it for

ObjectiveWhat Afterlife does
DoorsSome doors open with a shock instead of points
Perk machinesEach machine has to be powered by a ghost
Plane partsThe parts are locked behind Afterlife puzzles
RoofThe way up to the plane’s build site goes through Afterlife
Tower TrapShock the voltmeter behind it while it runs to upgrade it to rockets

Opening a door with a shock unlocks the Paranormal Progress achievement: open a door without spending points. The full route for each part is on the plane page, and the trap upgrade on the traps page.

Afterlife in a First Room game

In a First Room run, Afterlife is your only second chance. No Quick Revive, no self-revive to buy: the stock you carry is the whole safety net.

Lives are health

In solo, 3 Afterlives mean three mistakes allowed before one is final. In co-op you only get one, so a down is a real down.

Shock for free

The round refill makes a panel trip cheap when your stock is already at the cap and the round is about to end.

Timer discipline

Know your route before you leave your body. Sprinting around lost is how a ghost ends up downed for real.

Perks at stake

Going in through a panel keeps your perks, going down does not. In a high round, losing Juggernog is often the run.