Blacksite Zeta is a roleplay game set inside a secret research facility in the Nevada desert, run by the Zeta Medical Corporation. You pick a team — patient, researcher, security, technician, director, or insurgent — and pursue that team's goals while the facility runs around you. This guide walks you through choosing a team, earning EXP, spending credits, and going after the game's badges.
In shortStarting on the Patient team is the fastest way to learn the map before branching into other roles.
When you join a server you pick a team immediately. Some teams are locked until you reach a required EXP threshold on another team, so your options grow as you play. The Patient team is open to everyone from the start and puts you right in the middle of the facility with a clear goal: escape.
Join Patientyou get the Where Am I? badge the first time you join, and the layout of Patient Housing, the Medical Sector, and the Checkpoint becomes clear quickly.
Try to escapeif you reach the outside while on Patient, you earn the Freedom! badge and understand exactly what security teams are trying to stop.
Work toward Zeta Labsunlocking this team earns the I'm With The Science Team! badge and opens up experiment-based quests worth up to 1,500 credits each.
Work toward Facility Intelligenceunlocking it earns the Watchful Eye badge and gives you the suppressed M9 Beretta as a default weapon.
Work toward Facility Administrationunlocking it earns Climbing The Ladder and gives you access to the Tablet for controlling gates and turrets.
Work toward Specialized Response Squadunlocking it earns The Big Guns and is the only team besides Hostile Forces with access to CBH ammo.
In shortEXP is team-specific, so every hour you put into one team counts only for that team's rank and unlock progress.
EXP is not shared across teams — progress on Facility Security does nothing for your Zeta Labs rank. On weekends, every source of EXP pays out 0.5x extra automatically. Several bonuses stack on top of a kill's base 50 EXP, and quests are the single biggest source of credits and EXP you can chase in a session.
Tips worth knowing
Kills give 50 EXP base; add 25 for a low-health kill, 25 for a long-range kill, and 10 for a headshot.
Assists pay between 0 and 50 EXP depending on how much damage you dealt.
Cuffing a hostile player gives 25 EXP.
Completing quests pays anywhere from 100 to 1,500 EXP per quest, and quests reset every twenty minutes.
Healing a damaged player with a medkit gives 35 EXP.
The Passive Income gamepass drops 500 EXP onto your current team every ten minutes as long as you are not AFK — opening a door once per cycle is enough to stay counted as active.
Roblox Plus gives a global 10% XP boost automatically with no extra steps required.
03Live and upcoming eventsEvents
Events running now or coming soon. They have fixed dates, so check them first.
Upcoming –
Future
the dates are a time window, subject to change, for a certain update
they are not a specific release date
In shortMatching your ammo type to your actual target makes a bigger difference than which gun you pick.
Weapons come from your default loadout, vendors, storage room lockers, supply drops called in by the Facility Director, or weapons dropped by killed combatants. There are three ammo types, and choosing the wrong one against certain targets cuts your effectiveness significantly.
Tips worth knowing
FMJ (Full Metal Jacket) — the default; no stat changes, works reliably against any target.
AP (Armour-Piercing) — 50% extra damage to armor but 25% less damage to health; every team with a weapon locker can access it.
CBH (Counter Bio-Hazard) — 75% bonus damage to mutants and 50% more armor-piercing, but only deals 25% damage to regular players; available only to Specialized Response Squad and Hostile Forces.
Blunt melees stun on every hit; all melees bypass armor except Ballistic Weave, and every melee deals more damage from behind.
The Tactical Spear can be picked up and used by any team, including civil ones — check storage room shelves.
The Sledgehammer can destroy almost any interactable in one hit and can break walls like C4, but only if you have the Brute perk.
06
Key locations and how teams use them
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In shortKnowing where each area is and who uses it lets you move with purpose instead of wandering.
The facility is divided into Sector 1, Sector 2 (A and B), Sector 3, the Checkpoint, and the outside area including the Warehouse. Each zone serves specific teams and gameplay functions.
Patient Housing (Sector 1)Patient spawn; check the back of the gym to find Keenan's vendor for weapons and Blake for escape advice.
The Armory (Sector 2-A)Facility Security and SRS spawn; vendor Donna is here, and this is where you customize your loadout.
Crate Room (Sector 2-A)Technical Staff use the five supply crates here to restock coffee machines, armor stations, vendors, vending machines, food trays, and the checkpoint after a missile strike.
ZCW Containment Labs / Subliminal Manipulator Chamber (Sector 2-B, Floor 2)Zeta Labs operations hub; the Subliminal Manipulator here is used to mutate patients, which is how you earn the Questionable Ethics badge.
Emergency Bunker (Sector 2-A)during a Missile Launch event, get here or outside the facility to survive and earn We're Safe, For Now...; patients inside are also safe from termination while in this area.
Maintenance Tunnels (outside)Hostile Forces use these to enter the facility undetected; Flask the VZ Gadget Vendor is also located here.
The Warehouse (outside)Hostile Forces spawn; contains the Hostile Vendor Chad, a helicopter to Patient Housing, and a van to the facility exterior.
07
Gamepasses worth knowing about
Table
In shortVIP and Passive Income are the two passes that affect every team you play, making them useful regardless of your preferred role.
These are one-time purchases. Robux prices can change during holiday sales.
Gamepass
Cost (Robux)
What it does
Hostile Forces
600
Unlocks the Hostile Forces team; constant PVP role fighting facility personnel
Facility Director
2,000
Unlocks the Director role; only one per server, lets you control gates, turrets, supply drops, and announcements via Tablet
VIP
850
50% more XP and credits from all sources, stacks with other bonuses; custom nickname with /name command
Limit Bypass
500
Join any unlocked team regardless of how many others are on it; does not bypass the one-Director limit
Passive Income
750
500 credits and 500 EXP every 10 minutes while you are active (not AFK)
Emote Pack
150
Five dance emotes accessible with /e dance1 through /e dance5
08
Settings to change before you play
Check
In shortA few quick setting changes can improve performance and reduce accidental traitor actions before your first session.
Open the settings menu before you join a team. Most options are toggles and take effect immediately.
Turn on Low Graphics Mode if the game runs slowlyit removes all textures but keeps the game fully playable.
Enable Traitor Confirmation Prompts so that any action that would mark you as a traitor shows a warning before it happens.
Enable Anti-Tinnitus if you find certain in-game sounds uncomfortable; it filters out high-pitched ringing.
Set your Measurement System to whichever unit you prefermetric or imperial.
Check the Keybinds screen so you know what button does what before combat starts.
Disable Self Avatar Accessories if your Roblox avatar items clip or look wrong on your characteryou need to respawn after changing this.
09
Badges you can still earn
Tips
In shortMost badges are tied to normal gameplay actions, so you will pick many of them up naturally as you try different teams and experiments.
True Hero is currently unobtainable. Every other gameplay badge is earnable in normal sessions.
Tips worth knowing
Where Am I? — join the Patient team once; happens automatically your first session.
Freedom! — escape the facility as a Patient.
Climbing The Ladder, I'm With The Science Team!, Watchful Eye, The Big Guns — earned automatically when you unlock Facility Administration, Zeta Labs, Facility Intelligence, and Specialized Response Squad respectively.
The Elite — unlock and activate Elite Status on any single team.
Questionable Ethics — as Zeta Labs, use the Subliminal Manipulator to mutate a Patient.
Is That Water Red? — use ZCA-002 as a Zeta Labs member.
I'm Melting! — be a victim of Red Faucet during a ZCA-002 test.
We're Safe, For Now... — survive a Missile Launch by reaching the Emergency Bunker or getting outside the facility.
I Can't Feel My Legs! — become a subject of ZCA-003-1.
Glossary
Glossary
EXP (Experience Points)
Progress currency that is tracked separately for each team and determines your rank and access to higher teams.
Credits
In-game currency earned from quests and kills, spent at vendors on weapons, gadgets, and other items.
ZCA
Zeta Contained Asset — the designation for experimental subjects inside the facility, such as ZCA-001, ZCA-002, and ZCA-003-1.
Elite Status
A special status that can be unlocked and activated on any team, earning the The Elite badge when first activated.
Division Eta
The insurgent faction fighting against Zeta Medical Corporation, playable through the Hostile Forces team.
Traitor
A player on a facility team who has taken actions against the facility, making them a valid target for arrest or termination by security.
CBH Ammo
Counter Bio-Hazard ammunition that deals heavy bonus damage to mutants but is nearly useless against regular players.
Subliminal Manipulator
A device in ZCW-001 used by Zeta Labs to mutate Patients into mutants via an audio file.
Common questions
FAQ
Which team should I start with?
Start with the Patient team. It is available to everyone immediately, gives you the Where Am I? badge, and puts you inside the facility with a clear goal of escaping. If you succeed, you also pick up the Freedom! badge.
How do I unlock teams like Zeta Labs or Facility Intelligence?
Most advanced teams are unlocked by reaching a required EXP threshold, which is tracked separately per team. Play the teams you already have access to, complete quests each twenty-minute cycle, and your EXP will build up.
How does the Missile Launch event work?
A missile strike hits the Checkpoint area. To survive, get inside the Emergency Bunker in Sector 2-A or make your way outside the facility before the strike lands. Surviving earns the We're Safe, For Now... badge. Patients inside the bunker are also protected from termination during the event.
Can I use the Hostile Forces team without buying a gamepass?
Hostile Forces requires the Hostile Forces gamepass, which costs 600 Robux. There is no way to access the team without it.
Updated Oct 23, 2026
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