Yet Another Zombie Survivors Maps and Unlocks

Unlock all five version 1.0 arenas and prepare for worms, acid pools, trains, Bio Lab decontamination, bosses, and per-map modes.

Quick answer

  • 1Version 1.0 has five arenas from Isolated City through Bio Lab.
  • 2Clear each arena on Default to unlock the next map in the chain.
  • 3Dead Terminal Default must be cleared before Bio Lab opens.
  • 4Map unlocks and per-map mode unlocks are separate progression tracks.

See the current Bio Lab danger zone

This version 1.0 run shows Bio Lab's moving decontamination zone, elite area attacks, and the Hacker enemy blocking chest interaction.

All maps in version 1.0

Yet Another Zombie Survivors version 1.0 has five arenas. Progress through them in order by clearing the current arena on Default. Bio Lab is the fifth and newest arena.

OrderArenaUnlock requirementSignature pressure
1Isolated CityAvailable from the startUrban lanes and ranged Spitter fire
2Vile WastelandClear Isolated City on DefaultUndead Worm strikes and desert enemies
3Green HellClear Vile Wasteland on DefaultCorrosive acid pools, Wendigos, and Werewolves
4Dead TerminalClear Green Hell on DefaultUnstoppable trains crossing live railway lanes
5Bio LabClear Dead Terminal on DefaultToxic outer fumes and a moving decontamination danger zone

Every later arena asks you to protect a different kind of movement space. Vile Wasteland warns you away from an incoming strike, Green Hell leaves corrosive zones, Dead Terminal makes rail crossings dangerous, and Bio Lab repeatedly relocates its safe area.

Map unlock chain

The normal arena route is linear:

  1. Start in Isolated City and clear it on Default.
  2. Clear Vile Wasteland on Default to open Green Hell.
  3. Clear Green Hell on Default to open Dead Terminal.
  4. Clear Dead Terminal on Default to open Bio Lab.

The final step is easy to misread after the full release. Bio Lab belongs to the same Default-clear chain as the earlier maps. Finishing a special mode on another arena does not replace the required Dead Terminal Default clear.

If the next arena remains locked, check the result for the previous arena and confirm that the selected mode was Default. Difficulty and mode progress are tracked per arena and do not skip the map ladder.

Arena hazards and preparation

Isolated City

Isolated City is the starting urban arena and the baseline for learning movement, pickups, and ranged threats. It does not center on a moving environmental hazard. Watch for Spitter projectiles while building enough early damage to keep open walking lanes.

Preparation rule: use this map to stabilize a new leader or weapon plan before adding the later arenas' movement constraints.

Vile Wasteland

The second arena introduces Mummies, Scarabs, Desert Spitters, and Big Mummy. Its defining environmental threat is the unkillable Undead Worm. A warning circle marks the incoming strike, so leave that space instead of trying to damage the hazard.

Preparation rule: preserve movement speed and keep an escape direction open whenever the warning appears.

Green Hell

Green Hell adds Wendigos, Werewolves, and elite variants. Corrosive acid pools reduce safe walking space and punish a squad that stands still while dense enemies close in.

Preparation rule: move around the edge of acid rather than trapping the formation between pools. Area control and sustained damage help keep the next route clear.

Dead Terminal

Dead Terminal is built around active railway crossings. Its trains are unstoppable, so damage and armor do not replace reading the track and moving early. The arena also adds six enemy types and includes Humongous and Chainsawman bosses.

Preparation rule: avoid fighting with the squad centered on the tracks. Cross when the lane is safe, then return to open ground before the next warning.

Bio Lab

Bio Lab is a circular high-tech facility. Toxic fumes occupy the outer border while a red decontamination danger zone moves and changes where the squad can safely stand. Elite area attacks add more pressure inside that shrinking or relocating space.

The Hacker enemy can block chest interaction until it is killed. When a chest is locked, prioritize the Hacker while staying ahead of the moving red zone. Do not treat Research Pods seen during a run as a Bio Lab-only map objective; they are run events rather than the arena's defining unlock task.

Preparation rule: favor movement, reliable focused damage for Hacker targets, and enough area control to reopen a path when the safe zone shifts.

Maps and modes use separate progress

Treat the arena chain and the mode chain as two separate ladders. Clearing Default advances to the next map. Endurance, Infinite, Hardcore, Boss Rush, and difficulty progress belong to the individual arena on which they are completed.

Two current version 1.0 examples make the distinction clear:

GoalRequirement on that arena
Unlock InfiniteSurvive 30 minutes in Endurance
Unlock Boss RushComplete Hardcore

Boss Rush gives the squad ten minutes to build power before the arena's final boss appears. This creates a location-specific boss objective without changing the five-map unlock order.

When choosing the next run, ask two separate questions: which arena must be cleared to open the next location, and which mode must be cleared on the current arena to open another mode.

Frequently Asked Questions