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"For players who are familiar with the game and want a balanced experience."
―Gamemode Description
"For players who are experienced with the game and want a little challenge."
―Former Gamemode Description

Description

Intermediate mode is one of the six main survival modes. It has 30 waves, and the final boss is Patient Zero.

Cash is only gained if an enemy is killed, or in some cases, damaged by a specific amount of health. Additionally, the amount gained is a set amount of cash, which is not always equal to the enemy's health. It uses a slightly different method of distributing cash between players, as enemies split their cash between players, regardless of how much damage the player dealt to it. If, in a duo, one player does all the damage to an enemy, both players will receive 50% of the cash the enemy would normally give in solo. This means that in solo, you receive 100% of the cash when an enemy is killed, or it is damaged enough. With each additional player, this is reduced to 50% in duo, 33% in trio and 25% in quad. If it is a decimal, it gets rounded up or down depending on the decimal value. If it is at least 0.5, it gets rounded up. If it is less than 0.5, it gets rounded down.

Rewards

For former rewards, see this mode's Rewards page.

The game calculates how many Coin Coins and Experience EXP you receive based on how many waves you survived and if you won a match. During periods of 100% more Experience EXP (Friday – Sunday), any Experience EXP earned is multiplied by 2x through the XP Boost modifier. The VIP gamepass also multiplies any Experience EXP earned by 1.25x through the VIP Boost modifier. These two boosts are additive. Some maps like Mason Arch can also increase all rewards by a specific amount. Regular Experience EXP boosts are multiplicative with other modifiers.

Any rewards that end in a decimal point is rounded down, no matter the first figure of the leading decimal.

Rewards are calculated as:

Coins Reward EXP Reward
Coin 500 ÷ (1 + [(30 ÷ Current Wave) - 1]^1.3) + Coin 100 (Triumph Only) Experience 120 EXP ÷ (1 + [(30 ÷ Current Wave) - 1])

Triumphing Intermediate mode can give out an additional reward, which can be a crate, consumable or ticket. They are meant to be guaranteed, though due to a bug this does not always happen. Additionally, items are sometimes not given out. These items are:

Badges/Achievements

There are badges and achievements that you can or could obtain when playing this mode, which may have additional rewards alongside them. These are:

Defeated Patient Zero!
✔ OBTAINABLE
Destroy the apocalypse from its roots! You have defeated Intermediate mode!


6,466,208 players earned this
Battle Hardened
✔ OBTAINABLE
Triumph in Intermediate mode

Rewards:
Coin 250

players earned this

Seasons

During some Passes, the Intermediate mode could give currency rewards which you used to progress through a season. Rewards for all the seasons were calculated as:

Season Rewards
Operation I.C.E Battle Pass Bell 10 per wave
Ducky Revenge Battle Pass Ducky Egg 10 per wave
Surf & Turf Battle Pass Beach Balls 10 per wave
Null & Void Battle Pass Gum Drops 10 per wave
The Final Act Battle Pass Plushie Snowmen 10 per wave

Enemies

Normal
Wave 1
42 Total
Speedy
Wave 3
21 Total
Slow
Wave 4
20 Total
Normal Boss
Wave 6
4 Total
Abnormal
Wave 7
26 Total
Quick
Wave 7
34 Total
Heavy
Wave 7
54 Total
Elite Abnormal
Wave 9
22 Total
Hidden
Wave 10
56 Total
Breaker2
Wave 12
179 Total
Breaker
N/A[1]
179 Total
Bolt
Wave 13
159 Total
Reaver
Wave 15
75 Total
Ghoul
Wave 16
74+ Total[2]
Hazmat
Wave 18
62 Total
Living Experiment
Wave 18
26+ Total[2]
Speedy Boss
Wave 20
10+ Total[2]
Slime
Wave 21
141 Total
Breaker4
Wave 25
38 Total
Breaker3
N/A[3]
114 Total
Failed Experiment
Wave 20
18 Total
Giant Boss
N/A[4]
N/A Total
Patient Zero
Wave 30
1 Total

Wave Structure

In Intermediate mode, the formula for calculating the wave bonus on each wave is:

Cash$200 + (Waves Completed - 1) × Cash$150

Depending on player count, the wave bonus is reduced using multipliers. These multipliers are:

Players Reduction per Player Total Reduction
Solo 0% 0%
Duo 6% 12%
Trio 7% 21%
Quad 6% 24%

Prior to the 11th of September 2024, the formula for calculating the wave bonus depended on the wave. They were:

  • Between Waves 1-10 and on Wave 30:
    (Cash$200 + (Waves Completed - 1) × Cash$150) ÷ (1 - 0.08 × Players)
  • Between Waves 11-20 and on Wave 30:
    (Cash$200 + (Waves Completed - 1) × Cash$200) ÷ (1 - 0.08 × Players)
  • Between Waves 21-28 and on Wave 30:
    (Cash$200 + (Waves Completed - 1) × Cash$350) ÷ (1 - 0.08 × Players)
  • On Wave 29:
    Cash$15,000 ÷ (1 - 0.08 × Players)

The wave clear bonus appears when every enemy from that wave was killed. It is 35% of the wave bonus in solo, while for duo, trio and quad it is 20%.

The waves in Intermediate mode follow these timings:

Waves Wave Timer Skip Time[5]
1-29 1:00 0:19[6]
30 N/A

Bolded names indicate an enemy type's debut.

There is a total of 766 enemies in Intermediate mode excluding enemies that are summoned.

For former wave structures of Intermediate mode, visit the Waves page.

Wave Structure
Wave Commander Dialogue Enemy Type & Amount
1
Commander
There's reports of zombie activity nearby. 4x Normal
Commander
Secure the area and keep an eye out. We have teams that are pushing them in our direction.
2 - 7x Normal
3
Commander
We've got Speedy zombies coming in! 6x Normal, 3x Speedy
4 - 4x Normal, 5x Speedy, 4x Slow
5
Commander
It's nice to have some normal missions for a change. It's been awhile after everything that's happened. 6x Slow, 6x Speedy, 6x Normal
Commander
Well, as normal as it can be.
6 - 8x Normal, 3x Slow (Bloated), 1x Normal Boss
7
Commander
Something's not right about the hoard. It looks like they've… mutated? 2x Normal, 2x Speedy, 2x Slow, 4x Abnormal, 4x Quick, 4x Heavy
Commander
I'm contacting V for more insight. Be careful.
8 - 4x Abnormal, 8x Heavy, 6x Quick (Nimble)
9
Commander
I don't like the look of that Boss. These things are strong! 8x Abnormal, 8x Heavy, 1x Elite Abnormal (Boss)
Commander
I don't want any surprises. Make sure we can see any Hidden enemies that could get behind us.
10 - 6x Heavy, 8x Quick (Nimble), 10x Hidden
11
Professor V
Commander? It's V. I'll be overviewing your mission while Dispatcher is… away. 4x Heavy (Bloated), 3x Quick (Nimble), 4x Heavy, 3x Quick, 8x Hidden, 2x Elite Abnormal
Professor V
From what I can tell, Patient Zero's virus has started to evolve. It'll definitely need to be studied, so drag me back a corpse or two?
12 - 6x Breaker2, 5x Hidden, 3x Heavy, 7x Hidden, 2x Elite Abnormal
13
Professor V
That looks like a Bolt zombie! Medic has been dying to cut into one of those! 8x Bolt, 5x Breaker2, 3x Elite Abnormal, 6x Heavy (Bloated), 5x Breaker2
Professor V
Hmm… Maybe when she's done, I could use a hydraulic press and shove it into a battery.
Commander
There is something seriously wrong with the both of you!
14 - 6x Bolt, 10x Hidden, 5x Abnormal (Bloated), 5x Quick (Bloated), 8x Breaker2, 4x Bolt (Nimble)
15 - 5x Hidden, 3x Reaver, 5x Hidden, 3x Reaver, 5x Breaker2, 4x Bolt (Bloated), 2x Elite Abnormal, 1x Elite Abnormal (Bloated)
16
Commander
Watch out! There's a mutated ghoul somewhere in the hoard. It looks like it's Hidden, so be careful. 6x Hidden, 4x Bolt (Hidden), 2x Reaver (Hidden), 5x Breaker2, 2x Elite Abnormal, 1x Ghoul (Boss, Bloated, Hidden)
17 - 6x Heavy (Bloated), 2x Elite Abnormal, 1x Elite Abnormal (Bloated), 3x Reaver, 3x Bolt, 1x Boomer, 1x Bolt (Nimble), 1x Bolt (Nimble, Bloated), 3x Ghoul (Hidden), 8x Breaker2, 4x Bolt
18
Commander
I see a Living Experiment up ahead! 6x Hazmat, 4x Reaver, 8x Bolt, 4x Ghoul (Hidden), 4x Reaver, 6x Hazmat, 1x Living Experiment (Boss), 4x Breaker2
Commander
Take it out quickly!
19 - 4x Reaver, 2x Ghoul (Hidden), 8x Hazmat, 4x Breaker2, 4x Bolt, 4x Bolt (Bloated, Nimble), 6x Hazmat, 3x Ghoul (Hidden), 4x Reaver, 6x Hazmat
20
Commander
Concentrate your fire on that Speedy Boss! Don't let it get past us! 8x Bolt, 8x Bolt (Bloated), 8x Bolt (Bloated, Nimble), 1x Speedy Boss (Boss, Bloated)
21 - 6x Hazmat, 7x Slime, 5x Breaker2, 3x Reaver, 5x Breaker2, 7x Slime, 3x Reaver (Bloated, Nimble), 3x Elite Abnormal, 2x Living Experiment (Bloated), 4x Ghoul (Hidden), 4x Slime
22
Professor V
Hey Commander, I've made some discoveries going through the files. 3x Bolt (Bloated, Nimble), 1x Boomer, 5x Slime, 1x Living Experiment, 3x Breaker4, 1x Speedy Boss, 7x Hazmat, 3x Ghoul (Hidden, Bloated, Nimble), 6x Bolt (Bloated, Nimble), 1x Living Experiment (Bloated), 5x Hazmat
Professor V
It seems a medical specialist named Dr. Herrschaft used to work at a local town hospital, but was fired for experimenting on his patients.
Professor V
According to the documents gathered so far, he spent time as a virologist who worked on viruses that were thousands of years old. That's insane.
23 - 1x Living Experiment, 5x Breaker2, 4x Slime, 6x Hazmat, 4x Slime, 8x Elite Hazmat, 4x Ghoul (Hidden), 2x Breaker4, 5x Elite Hazmat, 1x Boomer, 5x Bolt (Bloated, Nimble), 1x Hidden Boss (Boss, Bloated, Nimble), 7x Slime, 5x Elite Hazmat
24
Professor V
Here's some more. It was a hunch, but Dr. Herrschaft had created the foundation for the healing tech we use because of his cell replication studies. 6x Elite Hazmat, 3x Breaker4, 4x Reaver (Bloated), 6x Slime, 1x Speedy Boss, 6x Bolt, 4x Ghoul (Hidden, Bloated), 6x Slime, 1x Boomer, 6x Elite Hazmat, 1x Speedy Boss (Nimble), 6x Bolt (Bloated, Nimble), 6x Elite Hazmat, 3x Breaker4, 6x Slime, 4x Ghoul (Hidden), 1x Boomer, 3x Reaver (Nimble), 2x Living Experiment, 1x Living Experiment (Bloated)
Commander
That healing technology is based off of a virus that forces damaged cells to repair and multiply, and that was the center of his work. Instead of losing all that research, TDS took possession of it and had Medic create a healing particle beam. Woah.
25
Professor V
From my guess, Dr. Herrschaft lost his license and went to his hometown to work on the virus once more. This date is right around the time the zombie outbreak happened! 6x Slime, 2x Ghoul (Hidden), 3x Hidden Boss, 6x Elite Hazmat, 4x Breaker4, 5x Slime, 3x Reaver, 3x Ghoul (Hidden), 3x Slime, 1x Failed Experiment (Boss), 4x Bolt
Professor V
Wait... What if Dr. Herrschaft is Patient Zero? I mean, it wasn't until after the zombies started taking over the cities, and if he were to get infected it wouldn't surprise me he would be first in contact.
Commander
I'll contact Headquarters. This discovery needs to be reported ASAP. Keep everything that was found between you and I.
Professor V
Yes sir...
26 - 3x Living Experiment, 3x Breaker4, 4x Ghoul (Hidden), 6x Slime (Bloated, Nimble), 1x Boomer, 6x Hazmat, 6x Elite Hazmat (Nimble), 5x Reaver, 6x Slime, 4x Ghoul (Hidden, Bloated), 3x Living Experiment, 1x Speedy Boss, 6x Bolt (Bloated, Nimble)
27 - 2x Living Experiment (Bloated), 3x Reaver, 9x Elite Hazmat, 5x Reaver (Hidden), 5x Breaker4, 1x Living Experiment, 6x Slime, 10x Bolt (Bloated, Nimble, Hidden), 4x Ghoul (Hidden), 4x Ghoul (Bloated, Nimble, Hidden), 7x Elite Hazmat, 6x Slime, 1x Failed Experiment, 3x Reaver, 3x Breaker4, 1x Living Experiment, 6x Elite Hazmat, 6x Bolt (Bloated, Nimble), 1x Speedy Boss (Bloated, Nimble), 4x Breaker4, 5x Elite Hazmat, 5x Slime, 4x Ghoul (Hidden, Bloated, Nimble)
28
Commander
We've got eyes on Patient Zero. Make sure all units are ready! 10x Bolt (Bloated, Nimble), 6x Elite Hazmat, 1x Boomer, 1x Living Experiment, 3x Ghoul (Hidden, Bloated, Nimble), 6x Elite Hazmat, 6x Slime, 5x Bolt (Bloated, Nimble, Hidden), 5x Reaver (Bloated), 1x Boomer, 3x Breaker4, 6x Slime, 1x Speedy Boss, 2x Reaver (Bloated, Nimble), 1x Giant Boss (Bloated, Boss)
Commander
When we get back to base, I'm going to have a long talk with Medic.
29 - 6x Elite Hazmat, 1x Boomer, 8x Bolt (Bloated, Nimble), 4x Ghoul (Hidden, Nimble), 2x Speedy Boss, 3x Breaker4, 7x Slime, 8x Elite Hazmat, 2x Living Experiment, 3x Ghoul (Hidden), 1x Boomer, 5x Reaver, 8x Slime, 8x Elite Hazmat, 4x Ghoul (Hidden, Bloated), 1x Living Experiment (Bloated), 1x Failed Experiment, 1x Speedy Boss (Bloated, Nimble), 6x Bolt (Bloated, Nimble, Hidden)
30
Commander
There's Patient Zero, give it everything we've got! 5x Normal (Bloated), 5x Speedy (Bloated), 5x Slow (Bloated), 5x Abnormal (Bloated), 5x Quick (Bloated), 5x Heavy (Bloated), 5x Slime, 1x Boomer, 3x Normal Boss (Bloated, Nimble), 3x Elite Abnormal (Bloated), 2x Breaker4, 1x Boomer, 5x Slime, 3x Reaver (Bloated), 3x Ghoul (Hidden, Bloated, Nimble), 6x Bolt, 2x Living Experiment, 1x Patient Zero, 1x Giant Boss (Bloated), 1x Boomer, 3x Elite Hazmat (Nimble), 3x Bolt (Nimble), 5x Slime, 1x Living Experiment
Lose Dialogue
One icon and dialogue is randomly chosen upon defeat:

•We're toast!
•OOF!
•Mission Failed, we'll get em' next time.
•Not enough numbers!
•Mistakes are just part of the journey..
•We're overrun chief!
•We'll get them next time!
•Don't give up!
•We need back up sergeant!
•We just had our grave dug..
•We have to fall back soldier!
•Oops! Try again!
•The enemies got to the base!
•Strategy is key!

Soundtrack

Wave 1-9 & Wave 10-14
These soundtracks can be randomly chosen to play between these waves. Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Wave 15-24
These soundtracks can be randomly chosen to play between these waves. Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Wave 25-29
These soundtracks can be randomly chosen to play between these waves. Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Final Wave
This soundtrack is played on the final wave.

Ambience
This soundtrack used to play between Wave 1-29.

Icons

Trivia

  • Intermediate mode is the first regular survival mode to have music play on waves other than the final wave.
    • Hardcore mode does have music play on Waves 45-50 before Void Reaver spawns, though it is not a survival mode.
    • Fallen mode had ambient music added during a revamp released after Intermediate mode was added.
  • Intermediate mode was first teased in an update forecast in September 2023, slated to release in early November 2023.
  • The mode is not named after its final boss, Patient Zero.

Update History

  • 3 May 2024 - v1.20.0
    • Intermediate Mode added.
    • Bug: Commander's observant animation does not play on Wave 16.
    • Bug: Rewards are unaffected by the difficulty based rewards on community maps.
  • 6 May 2024 - v1.20.1
    • Now rewards a badge upon triumphing this mode for the first time.
    • Wave structure changed.
  • 10 May 2024 - v1.21.0
    • Bugfix: Commander's observant animation now plays on Wave 16.
  • 18 May 2024 - v1.22.0
  • 23 May 2024 - v1.23.0
    • Bug: Consumable crate and Time Scale Ticket Time Scale Ticket rewards can no longer be gotten.
  • 31 May 2024 - v1.23.5
    • Starting cash is now Cash$500 regardless of player count.
  • 19 July 2024 - v1.26.0
  • 6 August 2024 - v1.27.2
    • Bugfix: Spin Ticket Spin Ticket and Revive Ticket Revive Ticket triumph rewards are now given out.
  • 11 September 2024 - v1.31.0
    • Wave structure changed.
    • Wave bonus equation changed.
  • 25 September 2024 - v1.33.0
    • Wave structure changed.
    • Updated ambient music.
    • Coin Coins and Experience EXP rewards increased.
  • 23 October 2024 - v1.37.0
    • Updated bonus triumph rewards.
  • 11 December 2024 - v1.45.0
    • Updated description.
    • Updated icon.
    • Changed Wave 24 and 28 dialogue.
  • 15 January 2025 - v1.49.0
  • 26 February 2025 - v1.55.0
    • Updated ambient music.
      • Early-game tracks now include Biohazard and Synthesia instead of Into The Void, Melancholy Hill, Rebelution, Rain Dance and The Horde.
      • Mid-game tracks now include Liminal Oblivion, Oasis Plague and Drezzed instead of Contaiment Breach, Shellshock, Neuro Raze, Art Of War and Fill Them With Lead.
      • Late-game tracks now include Sound The Alarm!, Funky Zombie and Contaiment Breach instead of Catharsis, Desolate Dystopia and Portal To Hell.
  • 5 March 2025 - v1.56.0
    • Base coins reward increased from Coin 450 to Coin 500.
    • Triumph bonus increased from Coin 50 to Coin 100.
    • Removed Operation I.C.E Event consumables from the reward pool.
  • 12 March 2025 - v1.57.0
    • Enemies now always give the same amount of cash on death or after receiving enough damage, regardless of how much damage the player deals, but the amount is split between players, meaning in solo, an enemy gives 100% of its cash, 50% in duo, 33% in trio and 25% in quad.
    • Level requirement of Level 5 added.
  • 9 July 2025 - v1.70.0
    • Updated bonus triumph rewards.
      • Uncommon rewards now also include the Sandcastle (1-3).
      • Rare rewards now also include the Heatwave (1-2).
  • 18 October 2025 - v1.77.0
  • 20 December 2025 - v1.83.0

Notes

  1. Does not appear naturally, it can only be spawned by the Breaker2.
  2. 2.0 2.1 2.2 Number is the natural spawns. This number can be exceeded if spawned by Patient Zero.
  3. Does not appear naturally, it can only be spawned by the Breaker4.
  4. Does not appear naturally, it can only be spawned by Patient Zero.
  5. How long you have to wait before you can skip.
  6. Skip at 0:40.


Gamemodes
Survival
Hardcore
Special Maps
Sandbox Only
Other
Removed
Waves
Survival
Hardcore
Sandbox Only
Special Maps
Removed
Rewards
Survival
Hardcore
Special Maps