Quarantine Zone: The Last Check has a fixed campaign spine, but it does not hand every player the same queue. Survivor names, symptoms, bag contents, unknown conditions, and some directive targets vary. A useful walkthrough therefore tells you what changes on each day, which tools become relevant, and which outcomes must be protected. It should not tell you to liquidate a named character simply because that person was infected in somebody else’s run.
This guide covers the 26-day Campaign, the safe inspection order, all five evacuation checkpoints, the zombie cage, the laboratory, the noticeboard directives, the optional Modern Prometheus route, both endings, and practical achievement cleanup. It contains campaign and ending spoilers. Post-launch custom survivors and event content may add encounters to the queue, so trust the symptom journal and the current objective text whenever they disagree with an old screenshot.
The campaign plan in one page
- Inspect in the same order every time. Read the survivor file and directive clue, check visible symptoms, then use the unlocked tools from least disruptive to most conclusive.
- Use Quarantine as a decision buffer. Recheck it at the start of every day. Move recovered people to the Survivor Block and deal with anyone who turns before one zombie ruins the whole cell.
- Protect food, medicine, and generator fuel before buying comfort upgrades. A larger population means a larger daily bill.
- Keep the laboratory moving. Unknown symptoms become easier to diagnose only after you sacrifice a subject, extract the correct sample, and analyze it.
- Meet the five evacuation targets. The fixed days are 5, 10, 15, 21, and 26. From Day 10 onward, prepare a living zombie in the cage as well as enough healthy survivors.
- Split evacuees around your bottleneck. The Science Truck supports research progression; the Military Truck supports cash. Do not starve one side for several evacuations.
- Read the noticeboard before calling the first survivor. A moratorium can change which tool you may use, while a wanted-person clue can change the correct destination for an otherwise ordinary arrival.
- Upgrade defenses before the next alarm, not after it. A perfect checkpoint shift cannot save a run if the wall falls during the drone sequence.
- For the safest good-ending route, target at least four successful evacuations out of five. Readable guides disagree about the exact generosity of the hidden scoring, so 4/5 is the defensible target rather than the minimum gamble.
- Keep a manual save before Day 20 and another before the Day 26 evacuation. These are the cleanest recovery points for Modern Prometheus, ending cleanup, and missed late achievements.
A reliable inspection order
The queue becomes difficult because each new tool adds another place to forget a check. Build a fixed routine and only shorten it when the live symptom scanner or a directive gives you a safe reason. The basic order below remains useful even when a patch changes a value or survivor.
| Step | What to check | Why it comes here |
|---|---|---|
| 1. File and directive | Name, age, address, appearance, assignment data, and today’s noticeboard clue | Some directives are solved by identity or baggage, not infection status. |
| 2. Visible sweep | Eyes, face, mouth, exposed skin, posture, coughing, aggression, and obvious wounds | It is fast and tells you where a closer tool check is needed. |
| 3. Thermopulsometer | Temperature and pulse | Vital signs are quick, but a moratorium can temporarily remove this shortcut. |
| 4. Reflex hammer | Reaction severity | A normal-looking survivor may still have an abnormal response. Do not confuse the small bruise caused by your own hit with a pre-existing symptom. |
| 5. Scanner and UV | Skin hidden by clothing, bites, cuts, rashes, and marks that only appear under UV | The scanner closes the largest visual blind spot and is essential for tattoo or bite directives. |
| 6. Stethoscope | Breathing at the marked lung points | Listen to the full inhale and exhale before classifying a sound. |
| 7. Bag and detector | Weapons, drugs, zombie parts, protected directive items, and ordinary objects | Confiscating a legal item costs money. Zombie tissue changes the infection decision, while some directives tell you to leave a weapon alone. |
| 8. X-ray | Organs and internal contraband across every layer | Rotate the view and inspect deeper layers. A clean surface view does not clear the body. |
| 9. Matioscope | Every retinal layer, including small shapes behind the first layer | Late-game infections may hide here when the rest of the examination looks clean. |
| 10. Syringe | Definitive infection result | Use the limited, costly test to resolve a genuinely ambiguous high-value case, not as the first step on everyone. |

Where each person should go
Survivor Block is for people you have cleared. Quarantine is for uncertain or non-definitive illness that needs another day of observation. Laboratory is for a useful unknown symptom when you accept that analysis is fatal to the subject. Liquidation is for confirmed infection and directive targets that explicitly call for elimination. Do not use the lab as overflow housing: once a subject is sent there and sampled, that decision cannot be undone.
The most dangerous beginner error is treating one abnormal sign as a complete diagnosis. A survivor can have several conditions across different tool categories. Finish the examination unless a confirmed infection, violent incident, or directive has already made the destination unambiguous.
Day-by-day campaign walkthrough
Days 1-2: learn the destinations before chasing speed
Pick up the walkie-talkie when you arrive, meet Georgie, collect the flashlight, and use the opening queue to learn the Symptoms and Distribution tabs. Day 1 introduces the three essential destinations. The evacuation screen also establishes the first deadline: five healthy survivors by Day 5.
Day 2 adds the Thermopulsometer. Measure both temperature and pulse, then recheck anyone held overnight. The lesson is more important than the tutorial’s named examples: a symptom can clear, persist, or worsen. Make opening the Quarantine area your first operational task every morning.
Days 3-4: resources, the first defense, and the hammer
Base management becomes a real part of the run. Resupply the canteen and clinic, keep cash in reserve, and do not leave the generator empty. A quarantined survivor may have turned; clear that danger before admitting more people.
The first drone defense teaches range bands. The heavy gun handles distant groups, the middle weapon covers approaching clusters, and the minigun is the emergency answer near the wall. Reposition the drone instead of trying to solve every wave from one angle, and use explosive barrels when a group is actually beside them.
Day 4 introduces the reflex hammer and pushes base upgrading. A level increase unlocks stronger building options, but the correct purchase depends on your bottleneck. If fuel, food, or medicine is tight, a major upgrade can wait one more shift.
Day 5: first evacuation
Clear Quarantine before the queue and make enough room for ambiguous arrivals. At the end of the shift, evacuate at least five healthy survivors. You can divide people between the Science and Military Trucks. Research Points unlock progression; cash buys the buildings and supplies that keep progression alive. A balanced first split is safer than maximizing one reward while the other resource is nearly empty.
Days 6-7: hidden marks, contraband, and directives
Day 6 gives you the Scanner, which reveals skin hidden by clothing and becomes essential for bite, tattoo, and UV checks. Day 7 adds bag inspection pressure and makes the noticeboard part of the daily route. Confiscate actual contraband, but read the directive first: Brotherhood, Firestarter, and Classified Gear can require you to leave a specific weapon with its carrier.
Research and cash rewards from directives are useful, but a moratorium should not force a reckless decision. If the banned tool is the only way to resolve a case, use Quarantine rather than guessing. Prepare for another drone defense and keep ammunition and wall upgrades ahead of the next wave.
Day 8: laboratory and unknown symptoms
The laboratory changes the value of an unfamiliar sign. Send a subject with a genuine unknown symptom to the lab, begin the extraction minigame, remove blocking yellow structures, preserve the red structures, and extract the green target. Put the sample through the preparation and analysis stations. A newly discovered symptom becomes part of your future reference, although the journal update may not appear until the next day.
Zoom and rotate instead of clicking through the anatomy blindly. The subject dies once the extraction is committed, so only use this route when learning the symptom is worth the cost. Completing the extraction quickly can award a bonus, but protecting the green target matters more than racing the timer.
Days 9-10: stethoscope, zombie cage, and second evacuation
Day 9 adds the stethoscope. Check every marked lung point and listen through a full breathing cycle. A hard sound on one half of the cycle is not necessarily the same condition as a problem on both inhale and exhale. Keep lab space available for a breathing pattern absent from the journal.
Day 10 is the first evacuation that also needs a zombie cage. Let a clearly infected person turn in Quarantine, move the zombie to the laboratory cage, and feed it a corpse from Liquidation. The cage status indicator should confirm that a zombie is present. At evacuation, send at least nine healthy survivors and make sure the active cage is included for Science. From this point onward, check and feed the cage every day instead of remembering it only when the trucks arrive.

Days 11-12: syringe economy and a larger queue
Day 11 gives you a definitive syringe test. More syringes can be earned through evacuation progression, but they should remain an ambiguity tool. Save one for a survivor who can close a quota, preserve a valuable population target, or resolve conflicting orange-level evidence when Quarantine is full.
Continue upgrading the checkpoint detectors, scanner visibility, defenses, and essential buildings. Day 12 is a consolidation shift: complete its directive, rotate Quarantine, feed the cage, and rebuild supplies before the late-game tool stack arrives.
Days 13-14: mutation, pistol, X-ray, and Father’s Burden
Day 13 introduces a mutation warning, the pistol, and then the portable X-ray. The weapon is for hostile survivors and confirmed emergencies, not a substitute for inspection. With the X-ray, move through the body layers and look for damaged or discolored organs. When the entrance detector reacts but there is no bag, internal contraband becomes a likely explanation later in the campaign.
A survivor with mouth bleeding can begin the Father’s Burden thread around Day 14. Keeping the son in Quarantine may preserve the branch, while allowing him to turn or die changes the father’s later encounter. This is exactly where a pre-shift save is useful: the quest result and the health of your camp can pull in different directions.
Days 15-16: third evacuation, internal contraband, and Matioscope
Day 15 adds internal contraband handling. If the detector reacts without visible baggage, use the X-ray, hover over the concealed item, tag it, and ask the nearby hazmat worker to remove it. Only confiscate the extracted object when it is actually forbidden. The third evacuation requires at least 14 healthy survivors plus an active zombie cage.
Day 16 gives you the Matioscope. Focus the eye and inspect every retinal layer. A survivor can look clean in the first layer and still carry a dangerous shape behind it. The exact colors can be hard to distinguish, so compare shape as well as color with the current journal. If the scanner is under a moratorium, the Matioscope does not replace hidden-skin inspection; it only covers the retina.
Days 17-19: stop expanding and prepare the late-game buffer
By Day 17 the normal tool set is available. The queue is now an execution test: resupply, read directives, clear Quarantine, feed the cage, inspect methodically, analyze a useful unknown, and end with a defense check. Patient 0.5 is an address directive, so use the survivor file rather than trying to recognize a fixed face or name.
Day 18 is deliberately less eventful in the captured campaign route. Use it and the following buffer to stockpile cash, complete affordable upgrades, and make space in the Survivor Block. Do not spend the whole reserve simply because every building has an upgrade icon. Day 20 begins an optional quest that can collide with the next evacuation.

Days 20-22: Modern Prometheus
Stuart appears around Day 20 with a zombie head in his bag. Liquidating him ends the quest. To continue, admit him to the Survivor Block if his actual health checks are clear, then keep that block safe from outbreaks.
- Collect four zombie parts from survivor bags. Laboratory organs and bodies from Liquidation do not count.
- Taking a required part can trigger a cash penalty. Accept the cost and still route the carrier according to the inspection result.
- After collecting four, speak to Stuart. He needs to remain overnight.
- Day 21 is also an evacuation day. Use the keep-behind control shown by the live evacuation UI so Stuart does not board a truck. Evacuate everyone else you can; leaving extra people beside him exposes them to the next step.
- On Day 22, respond immediately to the alarm in the Survivor Block and shoot the spawned zombies.
- After the area is safe, collect the $500 and the black-case severed-head collectible from Stuart’s tent.
This quest is partly luck-dependent because the four parts must arrive in bags. A Day 20 save protects you from a poor spawn sequence, an accidental Stuart evacuation, or a Block outbreak. It also keeps the fourth evacuation recoverable.
Day 21 evacuation
The target is at least 17 healthy survivors plus the zombie cage. Send two or three extra people when possible because the quota is concerned with uninfected evacuees, and one missed hidden symptom can erase your safety margin. If Modern Prometheus is active, keep Stuart behind deliberately and verify his icon before confirming the trucks.
Days 23-26: final preparation and the ending
There is no reason to take experimental risks now. Preserve healthy population, clear unstable Quarantine cases before they can turn together, keep the cage fed, finish the directive that does not threaten the quota, and maintain the wall. Use the laboratory only for a missing symptom or achievement that is worth the fatal cost.
On Day 26, send at least 18 healthy survivors plus an active zombie cage. This is the fifth and final quota. After the outcome, a successful campaign lets you leave by helicopter or remain at Checkpoint Alpha in Endless mode.
Evacuation and good-ending checklist
| Day | Healthy-survivor target | Zombie cage | Planning note |
|---|---|---|---|
| 5 | 5 | Not yet required | Split Science and Military rewards around your immediate bottleneck. |
| 10 | 9 | Required | Complete the cage tutorial, feed the zombie, and verify the status indicator. |
| 15 | 14 | Required | Internal contraband and a larger queue make a population buffer valuable. |
| 21 | 17 | Required | Keep Stuart behind if Modern Prometheus is active; evacuate other residents. |
| 26 | 18 | Required | Final quota. Send extra cleared survivors if capacity allows. |
Multiple readable ending guides agree on the five days and their displayed quota values. They do not agree perfectly on the hidden good-ending threshold: two sources recommend four successful quotas, while another reported receiving the good result after a more forgiving run. Treat four out of five as the safe minimum target and five out of five as the route for Master Evacuator.
The bad ending, SNAFU, must still be reached as a functioning campaign. Failing the run early by bankrupting the base, losing the wall, or indiscriminately killing everyone is not a clean ending route. For a deliberate second playthrough, reach Day 26 while failing at least three evacuation quotas and omit the cage more than once, but keep enough people, money, and defense to avoid an earlier game over.

All 19 noticeboard directives
The noticeboard normally supplies one new directive per day. It can identify a person by body type, age, address, bag item, or behavior, and the requested action overrides your normal baggage habit. Read the actual card because names and arrivals can vary.
| Directive | Target clue | Correct action |
|---|---|---|
| Rave From the Grave | Red soda can associated with infected blood | Confiscate the soda. |
| The Gray Tide | Rats around the compound | Kill three with the hammer or pistol. |
| Wanted: Food Monster | Overweight survivor with vitiligo | Eliminate the target. |
| The Kids Aren’t Alright | Sixteen-year-old girl with extensive hidden bruising | Send her to Quarantine. |
| Wanted: Saw | Bag packed with saws, chainsaws, knives, or similar tools | Eliminate the carrier. |
| Wanted: Patient 0.5 | 8 Horatio Street, Apt. 94, New York | Find the exact address in the file and liquidate that survivor. |
| Lone Walkers | Three wandering zombies inside the wider site | Find and kill all three. |
| Dead Zone | Address from an animal-named district, with Crow Street as one reported example | Send the matching survivor to Quarantine. |
| Wanted: DEAD Pike Mussik | Exact name in the survivor file | Neutralize Pike Mussik. |
| Firestarter | Flamethrower in a bag | Do not confiscate it. |
| Classified Gear | Chainsaw in a bag | Do not confiscate it. |
| Marked One | Chest tattoo marking a hidden bite | Use the scanner and send the person to Quarantine overnight. |
| Wanted: Bruised Face | Man with heavy facial bruising, not cuts or necrosis | Send him to Liquidation. |
| Brotherhood | Police baton | Leave it with the survivor. |
| Smuggler’s Run | Candy bar concealing infected material | Confiscate the candy bar. |
| Skeletons in the Closet | Person around 30 connected to Ash Ridge Street; the name clue starts with “An” | Use the address clue and send the match to Quarantine. |
| Wanted: Explosive Expert | Ignitable lemon | Eliminate the carrier; do not casually confiscate the lemon. |
| A Wolf in Sheep’s Clothing | Book titled How to Quit Smoking | Confiscate the book. |
| Toxic Avenger | Limburger cheese | Confiscate even a single piece. |
Base upgrades and resource priorities
Research Points and cash solve different problems. Science progression unlocks better diagnostic and base options; cash pays for the upgrade and the supplies it consumes. At each evacuation, ask which side is currently stopping the run. If an important scanner option is locked, favor Science. If the generator, Quarantine capacity, or defenses cannot be afforded, favor Military.
- Daily survival first: food, clinic supplies, generator fuel.
- Quarantine capacity second: enough beds to hold ambiguous cases without forcing guesses.
- Inspection clarity third: scanner visibility and detection improvements reduce repeated checks.
- Defense before scheduled pressure: wall, drone, weapon, ammunition, and explosive options.
- Population buildings before quota jumps: expand before Days 10, 15, 21, and 26, not on the evacuation screen.
Check supplies at the start and end of a shift. The exact consumption changes with population and upgrades, so a universal fixed percentage is less useful than a one-day buffer. Never spend the last cash on a shiny inspection upgrade when the generator or canteen cannot cover the next day.
Drone defense without losing the campaign
The defense sequence rewards target priority more than continuous fire. Start on the densest distant lane with the heavy weapon, switch as the horde crosses into medium range, and reserve the minigun for the wall. Reposition to see blocked lanes, detonate barrels under groups, and watch the wall meter rather than chasing single stragglers away from the breach.
If the next defense is likely, stop optional building purchases early. Upgrade the defense center, refill what the interface allows, and leave enough money to restore daily supplies afterward. A failed wave can end or damage the campaign regardless of how accurate the previous inspections were.

Achievements and missable cleanup
Steam lists 25 achievements. Most progression achievements arrive naturally, but the ending pair and a few interaction challenges deserve a plan.
- Good Work, Son and SNAFU require different campaign outcomes. Plan two Campaign runs or preserve an early enough save; Endless mode is not a substitute for replaying the hidden scoring.
- Master Evacuator requires every evacuation quota in one playthrough. Use the table above and send a healthy buffer.
- Perfect Day requires a perfect inspection rating on every check in one day. Attempt it on a short early shift, finish every relevant category, and restart the day immediately when the rating drops.
- Rat Slayer needs 30 rats; Janitor needs one. Take the Gray Tide directive and shoot easy rats between camp tasks instead of leaving the grind to Day 26.
- Under My Skin comes from confiscating internal contraband after tagging it with the X-ray.
- Dinner Is Served comes from feeding the caged zombie.
- Lights Out needs five broken light bulbs. Do it when ammunition and safety are not under pressure.
- Brain Slam requires shooting a human brain through the basketball hoop. Extract the brain in the lab, carry it to the hoop, and allow room for several attempts.
- Jackpot! requires earning $50,000. Avoid wrongful confiscations and preserve a profitable second half rather than overspending before the final quota.
- Headhunter comes from eliminating a bulletin-board contract target; the wanted directives provide several opportunities.
The official achievements page confirms the full count and public descriptions, but not every hidden achievement shows its description. Community achievement pages captured for this guide all carried Steam’s removed/incompatible warning, so they were not treated as authoritative for hidden requirements.
Collectibles
Collectibles can appear around the checkpoint, in exploration spaces, and in survivor baggage. Take a clearly marked collectible rather than treating it as contraband. The strongest verified late-game pickup in the supplied references is the black-case severed head in Stuart’s tent after Modern Prometheus. A community “all collectibles” page was both thin and marked removed/incompatible by Steam, so this guide does not present its list as a complete current map.
Common run-killing mistakes
- Following another player’s NPC names instead of your own symptoms and file data.
- Leaving yesterday’s Quarantine cell unchecked until after today’s queue fills every bed.
- Forgetting that laboratory analysis is fatal and cannot be reversed.
- Confiscating every unusual object even when a directive protects it.
- Checking only the first X-ray or retinal layer.
- Using the definitive syringe on obvious cases and having none for a quota-critical ambiguity.
- Meeting the survivor number but forgetting the zombie cage from Day 10 onward.
- Letting Stuart board on Day 21 after collecting his four parts.
- Buying an upgrade that leaves no cash for food, medicine, or fuel.
- Trying to force SNAFU by causing an early game over instead of reaching the Day 26 scoring.
Sources and credits
Game metadata and all article images come from the official Steam page. Developer and publisher information was cross-checked with the official game site. Campaign steps, directive clues, endings, and quest details were independently paraphrased after comparing readable walkthrough and community references; inaccessible or warning-marked pages were not treated as confirmed facts.