ZooLands

How it works.

Store

Guide

Everything ZooLands does, short. Every figure on this page is read from the game itself.

Your first hour

You start with $500, a Field Habitat, seeds and five tools.

  1. Place the habitat on grass on your island.
  2. /starter picks your first animal.
  3. Right-click the habitat with its head to move it in.
  4. Plant your seeds, then feed it what grew.
  5. Sell what it makes to the Buyer at spawn.

A tutorial walks new players through all of it, twelve steps on the bar at the top. /tutorial says the step again.

Your island

Your own island. Only you and who you invite build here.

  • /island home, /island setspawn where you arrive.
  • /island invite <name> a friend, /island visit <name> someone else.
  • /island help the rest.

Away a day and a half and coins, levels and animal experience drop 2.5% a day. Climbing back is half price with double experience.

Animals

An animal is its head. Right-click the head to let it out, the animal to put it away. Level, traits and perks stay in the head, so it can be traded or kept in a chest.

Every animal has a calling: a keeper earns more in a habitat and helps you less, a helper the other way round, and some are good either way.

/pets what you own. /journal what you have found. Every animal, with what it eats and makes.

Levelling

An animal out with you levels from your work: mining, fishing, farming, wood and fighting. Its own speciality pays most. In a fed habitat it levels slowly on its own.

Animal levelExperienceHours at its trade

You have a level too. /profile shows it.

Your levelExperienceHours of play

Time on the server counts on top of what you do with it.

Your levelDays of play for the next

Specialities

Every animal is good at one thing and helps you at it while it is out.

SpecialityWhat it isWhat it gives you

Rarity

Rarity is rolled when an animal turns up, whatever it is: there are common wolves and legendary chickens. A rarer one makes more of the same drop and helps sooner.

RarityMakesChance when found

Traits

One to three traits, decided when it is found and kept for life. They change what it makes, how it helps and how fast it learns. Opposites never meet.

TraitWhat it does

Habitats

Each kind takes its own animals: a wolf a forest, a fish water. An Everything Habitat takes them all.

HabitatPrice

Right-click it for its card, with a head to move an animal in, crouch-click for the outline, hit it once to pick it up.

  • It holds 2 animals at level 1, one more each level.
  • Your island level caps how many you may own in all. The Island Manager raises it for coins, goods, enchanted items or an animal.
  • It works for a set number of hours from the last time you fed it.
  • Width and height are bought on its card; its level needs coins, enchanted items of its kind and the habitat must already have made several times the price.

The score. Cover it in the right ground first: that is most of it. Three kinds of decoration is full marks. Glass does not count, nor anything under a floor you laid or outside the outline.

Food

Animals eat what the real one eats. Open the habitat and click Food.

  • Grow it yourself. Bought food and farm crops cannot be fed.
  • A common eats 50 meals an hour; rarer animals eat more.
  • Three kinds of what they eat is everything they can make; one kind is less.
  • A hungry animal makes nothing. Nothing dies and nothing is lost.
  • The food screen holds 3 slots and buys up to 9.

Each animal card on the Animals page shows its food.

Produce

Each species makes its own thing while you are online. What it earns comes from its rarity, level, traits, calling, food and the habitat it stands in; the drop only decides how many items that is.

It lands in a collection chest ($5,000 in /shop) or at the marker. Nothing is made while you are away.

Selling

Right-click the Buyer and pick what to sell: habitat drops, island goods, or anything out of the Wilds. Every other keeper buys what its own place makes.

  • A Sell Wand ($150,000) sells a whole chest at one click.
  • A Trader from /shop is a Buyer on your own island.
  • The Exchanger trades five of one kind and rarity for one a rarity higher, and twenty epics for a legendary.
  • The Zookeeper buys animals you no longer want. Two clicks, on purpose.
Your own goodsPrice

The farm

/farm: wheat on the surface, cut with a hoe. A cut stalk leaves a seedling that takes fifteen seconds to grow, and only a full one can be cut. The Farmer buys the crops and sells the hoes.

Farm wheat is worth coins and nothing else: animals will not eat it and it cannot tame. Grow your own on your island for that.

CropPrice

Fishing

Cast from any water. The Fisherman buys the catch. A water animal at your side fishes with you.

FishPrice

The Wilds

A map full of wild animals, in through the Captain at spawn. Each kind lives in its own country: field, forest, jungle, desert, snow, cave, water.

  • Tame one with the food it eats. How much it takes is rolled, and rarer takes more.
  • Fish come up on your line. Wolves, polar bears and bees fight back until they are fed.
  • Carry it to an extraction point, a red ring, and stand there. The board in the corner says which way and how far.
  • You only learn what it is once it is out.
  • Chests hold everything else worth finding: perks, tool perks, boosters, vouchers and treasures.
  • Trees can be cut and ore mined in the cave regions, and both come back.
  • Players can kill you and you drop what you carry. A point is the only way out.
  • Half an hour inside at most, then a wait before you go back: ten minutes, or less with a rank — seven for VIP, five for MVP, three for ZOO and one for Custom.
OreHow commonPrice

Tools

A hoe, pickaxe, axe, shovel, rod or sword bought from a keeper gets better the more you use it. One you found or crafted stays ordinary.

  • The levels are yours, not the tool's: lose it and the next one has them.
  • The Blacksmith turns what you earned into levels, for coins.
  • Each tool gets its own trick at four rungs: Harvest, Vein, Tree Feller, Excavate, Quick Bite, Trophy Hunter.
  • A chest in the Wilds may hold a Tool Perk; the Blacksmith fits it.

Contracts

Every keeper has contracts on the table, bottom-right of their screen. Take one, bring what it asks and click it again to hand it in. /contracts shows yours.

Three at a time, from any keepers you like. One in four is hard, and pays like it.

Boosters

Personal boosters come out of the chests in the Wilds: a Pot of Coins, a Scroll of Wisdom, a Hunter's Horn, a Four-leaf Clover. Right-click one and it follows you. Rarer is more, and longer.

Global boosters give everyone online something extra, one at a time. They come from the store and the crates; /boosters starts one.

Perks

Perks come out of the chests in the Wilds. The Perk Keeper fits one to an animal: animal on the left, perk in the middle, take it wearing it on the right.

One of each per animal; a better one replaces it. They work while the animal is out.

PerkWhat it doesFitting

The market

/ah is the board: buy from other players, or hold something and use /ah sell <price> to list it. A listing runs two days.

One slot for everybody, more with a rank.

Commands

/helpthe book
/starteryour free first animal
/tutorialthe step you are on
/petsevery animal you own
/journalevery animal you have found
/profile [name]level, money, animals, playtime
/island …home, setspawn, invite, open, visit, help
/contractsthe contracts you took on
/ahthe auction house
/boostersyours, and start one
/badgesthe badge you wear
/extraanything your inventory would not hold
/pvyour vaults
/settingswhat you see and hear
/shopblocks, habitats, decorations and more (VIP and above)
/sell, /sellallsell from anywhere, with a rank
/spawnwhere everybody meets
/storeranks and the link
/votevote for ZooLands
/discordthe Discord