Getting started

How to unlock the last map: Bio Lab

The exact prerequisite for the 1.0 final arena, plus what changes once Bio Lab opens.

1.0Version facts checked4 min
Version 1.0 answer

Direct answer

Complete Dead Terminal on Default mode. Bio Lab unlocks after that clear; no higher difficulty or hidden Camp requirement is listed in the official 1.0 notes.

Quick reference

What to know before the run

Required clear
Dead Terminal
Difficulty
Default
Main hazard
Decontamination zone
Priority threat
Lockdown and projectile elites
Safe damage
Ranged or autonomous attacks

Unlock checklist

  • Select Dead Terminal
  • Use Default mode
  • Finish the run successfully
  • Return to arena selection and choose Bio Lab

What makes Bio Lab different

Bio Lab is circular, with toxic fumes around the boundary. Its decontamination process creates a red danger zone, so builds that can keep moving and deal damage without holding one position are easier to pilot.

This clear unlocks only the arena

Completing Dead Terminal on Default opens Bio Lab, but it does not unlock every Bio Lab mode. The related mode guide covers the separate Hardcore requirement and its timed boss route.

Bio Lab movement plan

Stay near the middle of the current safe area instead of hugging the toxic boundary. When the red decontamination zone starts moving, cross early through the widest lane. Long-range weapons, pets, turrets, and Arrow Rain keep dealing damage while the squad relocates.

Kill lockdown enemies before opening loot

A hacker-type elite can block chests and other interactions through its drone. Follow the lock indicator, remove the controlling enemy, and return after the lane is clear. Standing on a disabled chest while projectile and area attacks stack around it is a common way to lose the run.

A stable Ranger opening

Take one level in Dog and Falcon so both companions begin attacking, then push the crossbow until it has enough shots and penetration to mark a lane. The Barber route marks a wide cone at close range; Shock Spike is safer when the arena is crowded and you need long-range marking.

Huntress and Mechanic cover the weak points

Huntress adds penetration, Arrow Rain, and a moving Zombie Decoy. Mechanic adds Transmitter buffs and a close-range weapon that can cut an escape lane. Level the stronger account character first; an underdeveloped third recruit should provide control before receiving scarce damage upgrades.

Build sustain before the last six minutes

Bio Lab concentrates elites late in the run. Health regeneration, armor, Glass of Milk, or a reliable healing evolution matter more than another small damage roll once normal enemies already die in one pass. Ranger can add healing through Falcon or Incense evolutions, but she has no built-in heal before those choices appear.

Target priority

Remove lockdown drones, laser or projectile elites, and enemies that fill the safe zone with area attacks before collecting optional pickups. Keep bosses moving around the edge of the squad and wait out invulnerable attack phases. A chest is not worth crossing the toxic boundary or standing inside overlapping telegraphs.

What the Tier 3 turret run exposed

A recorded Bio Lab Endurance attempt kept three turret types active and still became unsafe when fast elites arrived after the build had neglected movement and reliable healing. Use that run as a failure check, not a universal recipe: by the late waves you need a way to move before the red zone closes and a recovery plan that does not depend on finding the next health pickup.

Editorial note

Strategy sections are independent editorial guidance based on observed version 1.0 gameplay. The official sources below support version facts, not every tactical recommendation. Facts last checked Aug 26, 2026.