ZED ZONE Far Island: Map and Route
ZED ZONE Far Island guide: how to repair the boat, the ten new areas, the railway power loop, and a route that reaches Area 61 without wasting trips.
Far Island is the 1.0 expansion: a second landmass with ten new areas, its own railway, three Area Guardians, and the final region, Area 61. It is not a separate campaign. You repair a boat on the main island, sail east, and can return whenever you want. The cabin storage travels with you, so the trip is a supply run as much as a story beat.
This guide covers the unlock, the areas, the railway loop, and a route order that avoids the radiation zone until you are ready.
Official source: ZED ZONE on Steam ↗

Load the cabin with tools, meds, and ammo before crossing. Far Island is a longer trip than it looks, and the first safe bench is not at the dock.
Unlocking Far Island
The gate is the boat. Repair it on the main island's coast, then interact to sail. The repair needs materials and a functioning boat; the exact list can change between patches, so check the prompt at the boat rather than trusting an old guide.
Before you sail:
- Load the cabin. It carries items to the island.
- Take radiation protection. The nuclear plant is on Far Island.
- Take a repair kit. The island's stations are not guaranteed.
- Mark your return. You can sail back at any time.
The first landing is the port. It is the safest beachhead and the start of the railway.
The ten areas
The 1.0 announcement names ten new areas. The confirmed ones:
| Area | Type | Why go |
|---|---|---|
| Port | Industrial dock | First landing, railway hub, White Falcon exoskeleton |
| RNA Lab | Research facility | Corpse Amalgam guardian, lab loot |
| Mall | Commercial centre | Supplies, clothing, crowded interiors |
| Armoury | Military depot | Weapons, ammo, armour |
| Automated Factory | Industrial plant | Factory Warden guardian, components |
| Nuclear Plant | Power station | Radiation storm, high-tier loot |
| Old Airport | Transport hub | Crashed aircraft, military loot |
| Military Camp | Military base | War Machine, heavy weapons |
| Abandoned Station | Railway stop | Scavenger camp, dog companion |
| Area 61 | Endgame region | Final boss, submarine ending |
The order above is roughly the difficulty curve, but the island is open. You can take the train to a late area early and loot carefully; you will just meet enemies you cannot kill.
The railway
The island railway is the fast-travel system. At a station, call the train, open the route map, and select a destination. The train has storage, so you can haul loot between stations without a car.
The catch is power. Each Area Guardian you defeat restores a section of the railway's power. Until a section is powered, the train cannot reach that station. The three guardians are:
- Augmented Security Captain at the port.
- Corpse Amalgam at the RNA Lab.
- Factory Warden at the automated factory.
Each drops an access device. Collect all three to open Area 61. The boss guide→ covers the fights; the short version is that each guardian has a phase change and an add wave, and each arena has cover you should use.
Route order
A practical first trip:
- Port. Land, clear the dock, find the station. Do not fight the Security Captain yet; scout the arena first.
- Port guardian. Kill it when you have a rifle, a shotgun, and medical supplies. The White Falcon exoskeleton is the reward.
- Train to the RNA Lab. The Corpse Amalgam is a close-quarters fight; bring fire and a fallback path.
- Train to the factory. The Factory Warden is the third guardian and the last access device.
- Mall and armoury. Loot between guardians. The mall is dense; the armoury is worth a dedicated trip.
- Nuclear plant. Only with radiation protection. The storm is the hazard, not just the enemies.
- Old airport and military camp. Heavy weapons and the War Machine.
- Area 61. With three access devices, open the surface facility and descend.
Do not do the nuclear plant before the mall and armoury. The radiation gear is the gate, and the plant's loot is not worth a death run.
Radiation storms
The nuclear plant is surrounded by a radiation storm. Staying too long causes radiation sickness. The mitigations:
- Gas mask — partial protection.
- Radiation Cloak — better protection.
- Heavy Radiation Armor — the best protection.
- Iodine Tablets — extend safe time.
- Anti-Radiation Medicine — extend safe time.
- Backup cooling — a facility action that weakens the storm.
The storm also spawns stronger mutants. Treat the plant as a timed dungeon: go in with a goal, get out before the meter fills. The radiation guide→ covers the gear and the medicine.
Loot priorities
Far Island's loot is a tier above the main island:
- Armoury — rifles, AP ammo, armour.
- Military camp — heavy weapons, War Machine parts.
- RNA Lab — medical and chemical supplies.
- Factory — mechanical components, power parts.
- Mall — food, clothing, backpacks.
- Port — exoskeleton, shipping containers, fuel.
Do not fill your pack with common scrap. The island's value is in components, ammo, and gear you cannot craft at home.
The train as a base
The train has storage, and it moves between stations. Some players use it as a mobile base: load it with ammo, food, and repair kits, then work the island station by station. It is not a safe room; enemies can board at a stop. But it is the best logistics tool on the island.
Keep a chest at the port station with a return kit: food, water, ammo, and a repair kit. If you die deep in the island, the walk back is shorter if the chest is stocked.
Area 61
Area 61 is the endgame. The three access devices open the surface facility; the underground section has the final boss and the submarine escape. The Area 61 walkthrough→ covers the route, the boss phases, and the post-ending state.
Do not open Area 61 until you have repaired your gear, stocked ammo, and cleared your schedule. The underground is a long run, and the ending sequence does not hand you a free resupply.
FAQ
How do I get to Far Island?
Repair the boat on the main island and sail east. The cabin storage travels with you.
How many areas are on Far Island?
Ten, including the port, RNA Lab, mall, armoury, factory, nuclear plant, old airport, military camp, abandoned station, and Area 61.
Do I need radiation gear for the whole island?
No. The storm is around the nuclear plant. The rest of the island is safe without a mask.
Can I return to the main island?
Yes, at any time. The boat is a two-way trip.
Sources
- ZED ZONE store page ↗ — Far Island feature.
- ZED ZONE news hub ↗ — 1.0 area list, railway, guardians, radiation.
- ZED ZONE Community guides ↗ — route notes.
- ZED ZONE on SteamDB ↗ — build history.
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