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Everfrost Era in Last Z: Survival Shooter

Everfrost Era in Last Z (Season 3, or 2 on newer states): the Bio Lab resistance race, Frostbanes and Yetis, Frozen Rescue and the snowman, week by week.
A survivor base in a frozen tundra with a glowing bio lab and greenhouses, snow leopards and a yeti beyond the walls, in Last Z: Survival Shooter A survivor base in a frozen tundra with a glowing bio lab and greenhouses, snow leopards and a yeti beyond the walls, in Last Z: Survival Shooter

Everfrost Era is Season 3 (Season 2 on states that skipped the Desert season), about ten weeks in a frozen tundra where a Bio Lab sets which creatures you can fight, four Smart Greenhouses grow the Icebloom that feeds it, three new heroes arrive a week apart, and the week runs on animal rescues, Yetis, a snowman and a fishing hole.

  • Which season: Season 3 if your state played Desert, Season 2 if it didn’t
  • How long: about ten weeks; the sites that track it differ, and your Event Center’s season countdown is the only figure that counts
  • The map: reset at the start, every city neutral, four states grouped for the season
  • The currencies: Icebloom, Frost Cores, Snowballs, fishing passes
  • The heroes: Bella, Alma and Harleyna, one a week from week 1
  • What goes at the end: the season buildings, the resource tiles, the city ownership, the virus resistance, the unspent Icebloom and Frost Cores; your heroes, your Mastery level and the Zazz Snowman decoration stay

Which season Everfrost Era is, and when it runs

The publisher dropped the original second season and renumbered, so states that played the desert count Everfrost as Season 3 and newer states as Season 2. Same season, same rules. This page says 3 and means both.

How long it runs is the one figure the fan sites can’t agree on, from 45 days to twelve weeks, and the game’s own countdown is the answer on your state; the week-8 events below are real on the states that reported them, so “about ten weeks” is the honest shape. Your state is grouped with three others; cities, creatures and the Glory War’s targets are all cross-state, and the map resets with every city neutral.

The weeks fall into a pattern:

WeeksWhat happens
1Alliance Center I placed; greenhouses and Bio Lab alternating; 30 rewarded Frostbane kills a day; Bella’s release; the free Hero Level Swapper
2Alma’s release; the first fishing reset; Snowman Mania toward level 20
3Harleyna’s release; the Glory War begins its Tuesday rhythm; the kill allowance drops to 15 at double reward
4 to 6The three exclusive weapons, one a week, in the heroes’ order
the midpointProliferation: Frost Cores from every Snow Leopard and Frostbane double for the rest of the season
8The Mid-Season Shop, seven days; the Icepit and war push

At the end, the season layer goes: the Bio Lab and the other season buildings, the resource tiles, the city ownership, the virus resistance, and the Icebloom and Frost Cores you didn’t spend. Your Headquarters, troops, research, gear and heroes stay, Bella, Alma and Harleyna included; your Mastery Hall level and points carry forward with the chosen skills reset; and the Zazz Snowman decoration is permanent.

What to do before Everfrost Era starts

  1. Be at Mastery 30. The Combat tree opens at 30; below it you’re Support, which is where the first weeks want you anyway.
  2. Clear the build queues and bank speedups. Week one is four greenhouses and a lab, and every queue you’re holding is a queue the season can’t use.
  3. Agree the Alliance Center plan. The first Alliance Center unlocks two Smart Greenhouses for every member, and only the leader and R4s can place it. It goes down on day one.
  4. Ask for the city plan. Every city is neutral at the reset and the four-state group is fighting over the same ones.
  5. Decide who gets the free Hero Level Swapper. One per player in week one, and it’s for moving a levelled hero’s investment onto a season hero you’ll keep, not for finding out.

Everfrost Era’s buildings and the upgrade order

Five season buildings and the Alliance Centers, all gone at season end.

BuildingHow manyWhat it doesCapWhen to upgrade
Bio Lab1Virus resistance; sets the highest level of Snow Leopard and Frostbane you can attack30First, and constantly: 26 before any Mastery switch, 28 to keep level-60 access after it
Smart Greenhouse4, a fifth with Wartime InvestmentProduces Icebloom passively, and each level adds +5 resistance per buildingcommonly stopped at 25 or 26Alternating with the lab in week one; evenly after
Alliance Centerper allianceThe placement hub; the first one unlocks two greenhouses per memberDay one, by the leader and R4s
Command Post1Season troop damage, +1% a level30First of the combat buildings, once the lab is at a strong baseline
Icy Arsenal1, a second slot from Offense Line IISeason troop attack, +3% a level50After the Command Post, before the Fort
Icy Fort1, a second from Defense Line IISeason troop defence, +3% a level50With the Arsenal, in step

Everfrost is a resistance race. The Bio Lab is the only building that raises it in bulk, the greenhouses add a little per level and feed the lab, and the creatures that pay Frost Cores are gated by it. So the first week alternates greenhouse and lab, greenhouse and lab, and the combat buildings wait until the lab is around 2,000 resistance and the greenhouses are past 14. The Icy Arsenal’s and Icy Fort’s bonuses apply in both directions, attacking and defending, so they’re built in step, not one before the other. Each building’s recipe is on its own screen; the lab’s upgrades take both Icebloom and Frost Cores, with the Icebloom several times larger.

Two lab checkpoints matter more than the rest. Lab 26 reaches level-60 Frostbanes before the Mastery switch to Combat; lab 28 keeps that access after it.

Everfrost Era’s resources, creatures and shops

CurrencyWhere it comes fromWhat it buys
IcebloomThe Smart Greenhouses, passively, capped at 15 million; Wartime Investment’s daily suppliesSeason building upgrades, the Bio Lab above all
Frost CoresSnow Leopards and Frostbanes, on the daily rewarded kills; YetisSeason building upgrades, with Icebloom
Snowballs and SnowflakesThe snowman’s five daily tasks and five ally snow-clears; creatures; 1,000 snowflakes make a snowballSnowman Mania’s levels
Fishing hooks and passesDaily tasks, the fishing holesArctic Fishing; passes recycle for diamonds

The creatures:

CreatureFuelWhenWhat it’s for
Snow Leopard8Any time, to level 60Frost Cores; the first-clear target, then the leftover-fuel one
Frostbane16 to 20, a rallyAny time, to level 60Frost Cores at about double the Leopard’s; every capped attempt goes here first
Hunter YetirallyLevels 100 to 350; two rewarded a day, five on SundayIcebloom, Frost Cores, Snowballs, blueprints; the reward goes only to the rally that lands the kill
Glacier KongrallySundayThe Sunday boss; hit it once to lure it toward the hive, then rally in quick succession
Cold Snap creaturesa scoutDuring a Cold Snap, in the dark-blue map areaFrozen Rescue’s animals

The rewarded-kill allowance is 30 a day in week one and 15 at double reward after, so the daily total holds. Spend it on Frostbanes, which pay about twice a Leopard’s cores, and Leopards only for their first clear and with leftover fuel. A Yeti takes at most three rallies, pays only the rally that kills it, and can be steered toward your hive by starting and cancelling a rally; the stronger players rally late so the weaker ones get in early.

The shops. There is no end-of-season shop; the one shop is the Mid-Season Shop in week 8, seven days, in Icebloom and Frost Cores (eight or nine million of each to clear it), stocked with badges, exclusive weapon fragments, snowballs, orange skill books, speedups and crates. The resources you’re holding at the end expire.

Everfrost Era’s heroes and the season recruitment

Three season heroes, one per faction, a week apart, with the exclusive weapons following three weeks after each:

HeroFactionRelease
BellaBlood RoseWeek 1, by the Hero Initiative and her battle pass
AlmaWings of DawnWeek 2, by her pass
HarleynaGuard of OrderWeek 3, by her pass

Their pages cover the skills; the short version is that each carries her faction’s troop HP talent, which only switches on with five of her faction deployed, and each is the partner the next season’s hero needs in the squad. The tier list has all three in A with that condition written beside them. Heroes carry past the season, which is why the hero passes are the one purchase here that outlasts Everfrost, even though they’re not the best dollar-for-resistance buy inside it.

The free Hero Level Swapper in week one swaps levels and skill levels between two heroes, all together, once; plan it before you use it.

Everfrost Era’s events, week by week

The always-on events run through the season as before: the Alliance Duel, Full Preparedness, Canyon Clash, Zombie Siege, Furylord, The Tyrant, Survival Saga and the rest. The season adds its own layer:

DaySeason eventTime (Apocalypse Time)
MondayFrozen Rescue day 1; Arctic Icepit level 1The Icepit at 11:00, one hour
TuesdayGlory War; Frozen Rescue day 2Set on the event screen
WednesdayFrozen Rescue day 3; Arctic Icepit level 211:00
FridayArctic Icepit level 311:00
SundayHunter Yeti rewards rise to five; Glacier Kong Day
Every dayTwo Hunter Yeti rewards; the snowman’s five tasks and five ally snow-clears; the kill allowance
Week 8The Mid-Season Shop, seven days

### Frozen Rescue

Monday to Wednesday, ten rescues a day. During a Cold Snap, frozen animals appear in the dark-blue part of the map; send a scout, tap Seek Help, and the alliance thaws them before the snap ends and they shatter. Each animal pays its own thing: the Stag 300 badges, the Mammoth two exclusive equipment fragments, the Boar diamonds, the Fox orange skill books. Thirty rescues a week at the Stag is 9,000 badges, and the big sculptures are the ones to pick.

### Hunter Yeti

Two rewarded Yetis a day, five on Sunday, levels 100 to 350, and the reward goes to the rally that lands the kill, so a Yeti is a three-rally job at most, with the weaker members in the early rallies and the strongest in the last. A rally started and cancelled pulls the Yeti toward your hive. There’s no resistance requirement to fight one.

### Snowman Mania

The event snowman has five daily tasks and five ally snow-clears, paying snowballs that level it, and the level pays the Zazz Snowman decoration, which is permanent: +20% troop attack and defence at decoration level 4, +30% at level 5. Level 20 on the event snowman is the target, early, and the full fish collection from the Icepit holes is the other half of the level-5 decoration; a state’s players have reported the event snowman’s progress resetting mid-season once, so the levels are taken when they can be, not saved.

### Arctic Icepit and Arctic Fishing

Three Icepits a week, level 1 on Monday, level 2 on Wednesday, level 3 on Friday, each at 11:00 Apocalypse Time for an hour, each with its own boss, and the alliance that deals the most damage to the boss controls the pit. Control brings better fish; anyone can fish, and duplicate fish are gifted across the alliance to fill the Fish Index, which pays the snowman decoration’s materials. Fishing Pass milestones pay the alliance Red Packets of 10,000 diamonds, and at season end a Common Fishing Pass recycles for 100 diamonds, a Master Pass or a Bucket for 1,000. Headquarters up to level 30 sit around the outside of the pit; 31 and up go onto the ice.

### Proliferation and the Mid-Season Shop

Around the midpoint, Proliferation doubles the Frost Cores from every Snow Leopard and Frostbane for the rest of the season, which is the week to spend the fuel you’ve been holding. In week 8 the Mid-Season Shop opens for seven days, the only shop of the season, and it takes the Icebloom and Frost Cores you’ve stockpiled.

### Clash for Glory

The season’s Glory War, weekly on Tuesday from week 3: an alliance declares on another, which can’t refuse; destroying the enemy’s Alliance Center I ends it; otherwise the higher Glory score wins when the hour’s up; and the winner takes 20% of the loser’s season points. Before the war, either strip the season buildings near your Alliance Center I so there’s nothing cheap to score on, or ring it with structures and no gaps. The pre-war checklist: Bio Lab 12 or more, greenhouses 16 or more, resistance 2,500 or more.

### Personal Glory and the Glory Chest

Your Personal Glory rises on first kills of higher-level Leopards and Frostbanes, Bio Lab milestones, Yeti kills, city occupation and Clash damage, up to a cap of 73,200, and its tiers pay chests: silver, purple and gold on one state’s thresholds in the high 50,000s to mid 60,000s, and Glory Leader at 70,000, which adds +720 resistance, 5 million hero EXP, badges and diamonds. A Glory Chest opens every eight hours, three a day, bigger with your Glory and doubled with the Season Journey. There’s no leaderboard reward on Glory; the chest is the reward.

Mistakes that cost you in Everfrost Era

  • Delaying Alliance Center I. Nothing season-side can be placed without it, and it’s two greenhouses per member.
  • Combat buildings before the lab. Their bonuses only matter against creatures the lab lets you fight. Lab to 2,000 resistance and greenhouses past 14 first.
  • Killing small creatures. A Frostbane pays about double a Leopard, and the allowance is capped. Frostbanes first.
  • Rallying a Yeti alone, or fourth. Three rallies at most, and only the killing rally is paid.
  • Switching to Combat Mastery at lab 26. Lab 28 keeps level-60 access after the switch; 26 loses it.
  • Saving the snowman for later. Level 20 early, and the fish collection with it.
  • Hoarding Icebloom and Frost Cores for a payout. There’s no end-of-season shop and nothing pays for the leftovers. The Mid-Season Shop in week 8 is the one place they go.
  • Spending the Level Swapper to see what happens. One per player, all three swaps together.

Before Everfrost Era ends, and what comes next

The last fortnight is for spending. The Icebloom and Frost Cores expire at the reset, the season buildings go, the cities go neutral again, and the resistance you built goes with the lab. What stays: the three heroes and their weapons, the Mastery level and points, the Zazz Snowman decoration at whatever level you took it to (after the season only Universal Decor Fragments move it), and the city points the alliance banked for the Season Tally.

Then Dinosaur Origin: 91 days, a Biotech Lab in the Bio Lab’s place, four Bio Greenhouses in the Smart Greenhouses’, three heroes whose talents need Bella, Alma and Harleyna beside them, and a Sunday that belongs to the Ancient Dinos. The Dinosaur Origin page is the one to read in the last fortnight, because its heroes pair with this season’s. The seasons hub carries the roster, and the beginner’s progression guide covers what to build before any of this matters.

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