The Mission Log in Yet Another Zombie Survivors
The Camp clipboard that keeps the story straight and lets you redo what you missed.
The Mission Log is the Camp’s bookkeeping screen for every quest you have started, completed, or skipped in Yet Another Zombie Survivors. It lives inside the Briefing Room, accessible from the Camp between runs. If the Camp is the lobby, the Mission Log is the quest journal that ships with it. The studio designed it for two reasons: to keep the randomly-rotating storylines coherent, and to let you manually retry missions you declined or failed.
Because Yet Another Zombie Survivors’ 1.0 mission system surfaces quests in a semi-random order after each run, players who ignored an earlier briefing would lose track of which storyline was which. The Mission Log solves that by showing the full history of main story missions, each survivor’s personal questline, and the repeatable side quests, with status flags for completed, in-progress, and available. It also doubles as the retry launcher for any mission you want to redo without waiting for it to rotate back in.
What the Mission Log shows
Three lists sit behind the Mission Log’s main screen, each tied to a different source of Friendship and progression:
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Main story missions. There are 15 consecutive story missions in 1.0, all surfaced through the Briefing Room. The Mission Log shows every story mission, its order in the sequence, the survivor or survivors involved, and whether it is locked, available, in progress, or complete. Story missions are gated by mode and map progression, not by RNG, so the Log shows them as a clear ladder rather than a rotating pool.
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Survivor personal questlines. Each of the nine survivors offers five personal missions, exposed randomly after each run. The Mission Log tracks all 45 personal missions across the roster. Each survivor has their own column showing which of their five are done and which are next. The Log does not surface RNG rotations; it shows the persistent state.
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Repeatable missions. After a survivor’s personal questline is complete, the survivor offers repeatable side quests that grant small Friendship bumps every time. There are 19 repeatable missions across the roster. The Log shows these as a stable list rather than a rotating pool, so you know exactly which ones exist and which you have already cleared this account.
How to retry a missed mission
Retry is the Mission Log’s headline feature. If a Camp offered you a mission you could not finish (wrong map, wrong mode, wrong survivor unavailable), you declined it, or it failed mid-run, the Log keeps the mission in your “available” pool. You can pick it from the Log and the game will queue it for your next run as if the Camp had just offered it. You do not need to wait for it to rotate in naturally. The retry button is the same accept button the Camp uses; functionally the two surfaces do the same thing.
Retry matters because some missions have mode-specific requirements. A story mission that asks you to clear Bio Lab Extermination can only be completed in Bio Lab Extermination. If you do not own Bio Lab yet, or you have not unlocked Extermination on that map, the mission is unwinnable today. Retry lets you put it on hold while you finish the prerequisite unlocks and then come back to it without losing your place in the story.
Retry also matters because the Camp’s mission rotation is random within certain bands. If you have three personal missions eligible at the same time, the Camp picks one. The other two vanish from this run’s clipboard and reappear later. The Mission Log persists them so you know they are still in the pool and you can manually pick them up when convenient.
Mission Log and the Friendship system
The Mission Log is also the screen where you audit Friendship progress. Each mission in the Log carries the name of the survivor or survivors who gain Friendship from its completion. If you are chasing a specific survivor’s Friendship meter to max, the Log tells you which missions are left and what tier they are (story, personal, repeatable). For a deeper explanation of Friendship and how the bonuses apply to end-of-run Cash and Specialization, read the Friendship system page.
The Log also helps you decide which missions to prioritize. Story missions grant the largest single Friendship bumps and apply to the whole squad, so the Log will surface story missions at the top of your screen whenever one is available. Personal missions grant per-survivor bumps and are second-priority. Repeatables grant small bumps and are unlimited. The Log’s visual hierarchy mirrors that priority order, so you do not need to memorize which tier matters most.
What the Mission Log does not do
The Mission Log does not grant missions. You cannot pick a mission from the Log and start it directly mid-run; the mission is queued for the next Camp visit and offered the same way as a random draw. The Log is a tracker and a re-queue tool, not a teleport.
The Log does not let you skip ahead in the main story. Story missions are gated by in-game progression (map unlocks, mode unlocks, certain survivor unlocks). If a story mission is locked in the Log, the unlock it requires has not happened in your account yet. Read the prerequisites, finish them, and the mission will become available on its own.
The Log does not replace the Camp itself. The Camp is where the briefings play, the radio chatter rolls, and the survivor conversations happen. The Log is the spreadsheet behind those moments. Use the Camp for tone, the Log for tracking.
How the Mission Log changes your week
Without the Mission Log, players tend to treat Camp missions as flavor and either ignore them or chase them randomly. With the Log, you can plan: finish main story missions first, then chase the personal questlines for survivors you actually play, then fall back on repeatables for the slowest meters. The Log is the screen that turns the Camp from a side feature into a meta layer you can manage on a schedule.
For players who only want badges, the Log also tells you exactly how many missions are required to finish the story (15), unlock all survivor personal arcs (45), and clear the repeatable pool (19). That is 79 missions total to engage with every Camp storyline once, which is the rough volume the studio shipped. Add the Friendship grind on top and the Camp becomes a multi-week meta layer rather than a one-evening detour.
Common mistakes to avoid
Do not assume the Mission Log shows what the Camp will offer next. The Log shows the persistent state; the Camp’s next offer is a random draw from the available pool. Use the Log to track what is left; use the Camp to see what is offered this run.
Do not retry missions you cannot finish yet. If the retry button is enabled but the mission’s prerequisite unlock is not owned, you will queue the mission and waste a run. Check the prerequisite hint in the Log entry before retrying.
Do not ignore the Log during long grinding sessions. After ten Default clears in a row, it is easy to lose track of which story mission is next and which personal arcs are still open. A quick Log check between runs keeps the meta layer coherent and prevents you from accidentally skipping a story beat that gates a later unlock.
For the broader Camp, the radio transmissions, and the survivor conversations, use the HUB and quests page. For the Friendship bonuses that missions feed, see the Friendship system page. For the Quick Run toggle that lets you spam missions without the menu overhead, read the Quick Run page. The Mission Log is the spine that holds the Camp together. Visit it once per run and the rest of the meta stops feeling random.
Frequently Asked Questions
Quick answers to the most common questions.
Where is the Mission Log?
Inside the Briefing Room in the Camp. It is accessible between runs from the Camp menu.
Can I retry missions I missed?
Yes. The Mission Log keeps missed missions in your available pool and lets you queue them for the next run.
How many missions are there?
15 main story, 45 survivor personal (5 per survivor across 9), and 19 repeatable. 79 total.
Does the Mission Log replace the Camp?
No. It is the tracker and retry launcher behind the Camp. The Camp is still where the briefings play.