Classic SurvivorsPL
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Arenas

Every arena has its own look, enemy roster, timed events and final boss. Clearing one unlocks the next.

Unlock order

Only the Meadow is open at the start. The first clear of an arena unlocks the next one in order; nothing else does, and a lost run never locks anything again.

  1. Arena 1MeadowOpen from the start
  2. Arena 2GraveyardClear the Meadow
  3. Arena 3Scorched EarthClear the Graveyard

The three arenas

All three share one map layout: a round arena with a central plaza, three roads and three zones. The theme only changes the look, never the layout or how enemies behave.

Arena 1

Meadow

A sunny Tiny Town meadow: the place to learn the game.

Enemy HP
×1
Enemy damage
×1
Spawn rate
×1

First clear+100+1

Theme

  • Green grass in three zones: a forest to the north, a flower meadow to the south-west and a farm with crop rows and fences to the south-east.
  • A fountain on the central plaza, a beehive landmark, barrels, a cart and farm tools along the roads.
  • Falling leaves, pollen and chaff drift in the air; a soft violet vignette frames the screen.

Roster

  1. Slime0:00
  2. Bat0:45
  3. Mushroom1:30
  4. Rat2:30
  5. Golem4:00

Each kind keeps spawning from its unlock time to the end of the run.

Specials

Arena 2

Graveyard

A violet night among graves: faster, tougher and darker.

Enemy HP
×1.7
Enemy damage
×1.4
Spawn rate
×1.2

First clear+200+1

Theme

  • Deep violet ground with clusters of green moss, cool grey stones and withered trees in the forest.
  • The flower meadow becomes a grave field around a ruin and the farm becomes rows of graves; there are no fences, and a ruin stands where the Meadow has its fountain and beehive.
  • Seven banks of teal ground fog drift across the arena, teal and grey wisps float upwards and a heavier blue vignette closes in the edges.

Roster

  1. Bat0:00
  2. Ghoul0:30
  3. Rat2:00
  4. Wraith3:00
  5. Boar5:00

Each kind keeps spawning from its unlock time to the end of the run.

Specials

Arena 3

Scorched Earth

Charcoal and lava: the last and hardest arena.

Enemy HP
×1.9
Enemy damage
×1.8
Spawn rate
×1.4

First clear+300+1

Theme

  • Charcoal ground with ember-red scorch clusters, ash-grey roads, burnt trees, pines, rocks, ruins and logs.
  • No graves, flowers, hives, crops or fences: everything green or tended has burnt away.
  • Two basalt fields split by glowing lava seams lie near the start; embers rise from the ground and a warm red vignette frames the screen.

Roster

  1. Mushroom0:00
  2. Rat0:30
  3. Wraith2:00
  4. Boar3:00
  5. Golem5:00

Each kind keeps spawning from its unlock time to the end of the run.

Specials

Run timeline

Every arena runs the same schedule of events on top of the steady enemy flow; only who shows up differs. No event pauses the regular spawns.

0:003:005:007:3010:0012:0013:33
Elites possibleElite surge
  1. 3:00

    Encirclement

    24 enemies of one random unlocked kind appear on a ring 9 units around you. Break out before it closes.

    • Meadow
    • Graveyard
    • Scorched Earth
  2. 5:00

    Elites start

    From now on every spawn has a 25% chance to be an elite: red, ×3 HP, ×3 XP and a guaranteed 5-coin.

  3. 7:30

    Mini-boss

    One gold giant with ×4 HP joins the fight. It is optional, but drops 30 XP, 3 hearts and a key.

  4. 10:00

    Charge

    3 lines of 10 enemies sweep in from one side of the screen, 5 s apart, all from the same direction.

  5. 12:00–13:00

    Elite surge

    For one minute, 12:00 to 13:00, the elite chance triples to 75%.

  6. 13:30BOSS

    BOSS warning

    A red BOSS sign blinks under the timer for 3 s and a warning sound plays.

  7. 13:33

    Final boss

    The arena’s final boss enters 14 units away. Regular spawns drop to 40% while it lives; defeating it clears the arena.

Victory and rewards

The final boss is the only way to win. When it dies the run ends at once: the remaining enemies vanish without drops and the clear is saved together with everything you collected.

The victory beat

  1. 0 s

    Slow motion (×0.2), a white flash and a screen shake; every XP gem, coin and key on the ground flies to you within 1 s.

  2. 1.2 s

    Time stops, ARENA CLEARED! slides in from the top, gold confetti bursts and the victory fanfare plays.

  3. 1.65 s

    The results card opens under the banner. A tap anywhere skips straight to it.

The results card

The tab shows the arena’s name; five values count up like on the defeat screen, then the notes pop in.

ARENA CLEARED!

MEADOW

Coins
+ run coins
Keys
+ run keys
Time
13:33 +
Kills
run kills
Level
run level

FIRST CLEAR BONUS: +100 COINS +1 KEY

NEW ARENA UNLOCKED: GRAVEYARD

MENUNEXT ARENA

Example: first clear of the Meadow

NEXT ARENA starts the next arena right away (PLAY AGAIN on the last one); MENU returns to HOME.

First clear rewards

Only the first clear of each arena pays out; a repeat clear keeps your best time and shows BEST TIME instead of the notes.

ArenaCoinsKeysUnlocks
Meadow+100+1Graveyard
Graveyard+200+1Scorched Earth
Scorched Earth+300+1ALL ARENAS CLEARED

Arena select on HOME

Above PLAY, one card per arena slides left and right (swipe or the arrows); dots show where you are. The selection is remembered once the slide settles.

CLEAREDARENA 1MEADOWBOSS: HIVE QUEENBEST 13:52
ARENA 2GRAVEYARDBOSS: LANTERN WRAITHBEST --:--
ARENA 3SCORCHED EARTHBOSS: ASH WYRMLOCKED