The Campaign is a five-stop escape up out of a failed bio-containment site, from the underground Test Chamber
to the rooftop evac pad. Each area is more enclosed and more wrecked than the last, and the palette shifts
cold → toxic → ransacked → clinical → night-red as you climb.
The Structure
Every area runs the same rhythm: 4 waves of escalating infected, then a boss
guarding the way up. Clear a wave and the Armory opens between waves so you can spend
your cash. A sealed "next area" door foreshadows where you're headed. Five areas, seven bosses (the rooftop hides
two extra), one way out.
Each area card lists its theme, boss, and the story beat shown under the area
name in-game. Stats like wave count come straight from the Alpha build.
1 · Test Chamber
Theme: underground test lab · cold blues
4 wavesBrute King
"Containment failed. Subject loose."
Where it begins — a cold, fogged-out underground test chamber. This is the tutorial in disguise: Wave 1 is
fists-only, so you punch zombies, earn your first cash, and buy the
Sidearm before Wave 2. The boss, The Brute
King, is an approachable first fight that teaches you to juggle a boss and its summons.
Waves
4
Boss
Brute King
Mood
Cold
Leads to
Vats
2 · Vat Halls
Theme: leaking vats · toxic greens
4 wavesSpitter Queen
"Something leaked. Keep moving."
A toxic green hall of cracked containment vats, dotted with cover pillars. The Spitters feel right at home here,
and the area boss, The Spitter Queen, turns the room into a ranged
crossfire. Use the pillars to break line-of-sight on her acid bursts. By now you should be running the Uzi or
Shotgun.
Waves
4
Boss
Spitter Queen
Mood
Toxic
Leads to
Lounge
3 · Staff Lounge
Theme: ransacked lounge · warm ambers
4 wavesWarlord
"They were staff once."
A ransacked staff lounge in warm, sickly amber — the human cost of the outbreak made literal. The mid-game
difficulty turn: faster and tougher mixes, and a boss who breaks the slow-boss pattern. The
Warlord is a fast charger that spawns Bombers, so this is where you learn to dash
to survive rather than just kite. A good area to own the Assault Rifle.
Waves
4
Boss
Warlord
Mood
Ransacked
Leads to
Ward
4 · Patient Ward
Theme: clinical ward · cold teal
4 wavesNecromancer
"The beds are empty. The halls are not."
A clinical, cold-teal hospital ward with long sightlines down the bed rows. The penultimate area and a serious
step up — the The Necromancer raises five zombies at a time and will bury
you if your damage can't keep up. Come in with a strong main (Ricochet Carbine / Pulse) and ideally an area weapon
and some upgrades banked.
Waves
4
Boss
Necromancer
Mood
Clinical
Leads to
Rooftop
5 · Rooftop Evac
Theme: night rooftop · red-black
4 wavesOverseer+ secret finale
"The bird's inbound — but it isn't over."
The night-red rooftop and the end of the climb. Clear the waves and the The
Overseer drops in as the apparent final boss — but beating it chains directly into the secret
finale: Subject Zero and then The
Progenitor, back-to-back with no Armory in between. Whatever loadout and HP you bring into the Overseer is what
you finish the game with. Stock up beforehand.
Waves
4
Bosses
3
Mood
Night-red
Leads to
Escape
After the Campaign: the victory screen offers
Keep Going (Endless) — drop straight into the endless swarm with everything you've built. Endless also
generates fresh terrain every 5 waves across six terrain types (Concrete Lot, Cracked Yard, Wasteland, Overgrowth,
Ash Wastes, Frostworks).