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SPRAWL zero Full Game Walkthrough

All seven chapters: The Graveyard, Buried, Domination, Adusta Terra, God's Light, Maeth, Eden, Acrophobia.

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SPRAWL zero Full Game Walkthrough

SPRAWL zero launched September 8, 2026. The campaign has seven named chapters across approximately 7–10 hours of play. This walkthrough is a route guide for each chapter, with boss strategies and datapad locations where they have been reported. Pair it with Getting Started for difficulty and kit context, and combat for the squad AI responses you will meet in each level.

Reviewers reported the campaign as spanning The Graveyard, Buried, Domination, Adusta Terra, God’s Light, Maeth, Eden, and Acrophobia. Achievement lists confirm those names. This page updates as player reports clarify specific encounters.

Chapter 1 — The Graveyard

The onboarding level. Laida drops you on a suspected rebel compound. Learn the gravity punch, the disposable gun loop, and Bullet-Time in the first twenty minutes. The Graveyard teaches: one gun, never reload, throw empty.

Stealth route: high windows and a sniper let you delete the captain before his squad knows you exist. When captains die, remaining enemies light up through walls. Loud route: interior push with shotguns and Shield if you have it.

Datapads: look for environmental logs near the compound’s radio equipment. Read them after the run, not during.

Chapter 2 — Buried

The demo’s final level and the campaign’s real pitch. IMAGO-DEI density increases. Gravity Shield unlocks here — catch incoming fire, throw it back. Junta-marked weapons start mattering against Amalgams.

Stealth route still exists through high lots and side streets. Loud route: fire shotgun plus Gravity Shield turns van alleys into furnace rooms. The chain-lightning special and flaming shotgun appear as set-piece toys — use them, empty them, throw them.

Bridge escape at the end: resource check. Arrive with adrenaline and a loaded gun. Shield the first volley, Bullet-Time the visible captain.

Chapter 3 — Domination

The third chapter. Achievement lists name it; press previews described it as the level where the city density peaks. Expect more captains, more Amalgams, and tighter chokepoints than Buried.

Untouchable achievement fires if you secure the LZ without interruption. Practice the demo’s bridge volleys before attempting this medal on Martyr.

Datapads: radio logs and Junta briefings along the main push. Faction weapons are mandatory on Amalgams — do not enter Domination with a grey pistol strategy.

Chapter 4 — Adusta Terra

Named in achievement lists. Pest Control achievement requires fumigating IMAGO-DEI here with Junta guns and Shield returns, not snipers you refuse to throw. Density challenge.

Augment upgrades start accumulating here. If you have been ignoring mastery paths, this chapter will tell you which ones matter.

Chapter 5 — God’s Light

Mercy achievement requires keeping all three Archons alive — protection mission, not a DPS race. Do not grenade the people you are supposed to babysit.

Story context deepens here. Listen to radio lines once without shooting if story matters to you.

Chapter 6 — Maeth

Self-Help: cleanse indoctrination in Maeth. Story-shaped. Read story after the firefight, not during.

I’m Tired, Boss: lure the Colossus to its doom. Environment kill using thrown barrels and physics. The demo already taught you that barrels are honorary A-tier weapons.

Chapter 7 — Eden

Captive Audience: leave at least three snipers alive at the end. Restraint challenge. Clear the captains, spare the balconies.

Verticality increases. Scan for the destination before committing to a path.

Chapter 8 — Acrophobia

Finders Keepers: three secret weapons. Exploration. The Graveyard sniper path was practice.

Arachnophobia: Spider Tank. Junta specials versus chunky mechanicals — same lesson as Amalgams in Buried.

Long Haul: secret cache in the Spire. Verticality and scanning.

Boss strategies

Named bosses from achievement lists: Seraph (helicopter in Buried), Spider Tank (Acrophobia), Colossus (Maeth), Archons (God’s Light).

Seraph: Reflect fire with Gravity Shield. Bring adrenaline. Dialogue says do not engage; players report the reflect route works anyway.

Spider Tank: Junta specials. Treat it like an Amalgam — faction guns, not personal preference.

Colossus: Environment kills. Barrels, physics, gravity throws. Do not try to gun it down conventionally.

Archons: Protection targets. Shield and patience, not Bullet-Time greed.

Post-launch notes

MAETH has not published a public patch table as of this writing. If a hotfix changes Shield timing or ammo rules, this page and the weapon tier list will update in the same week.

For the demo specifically, see demo walkthrough. For the updates hub, check after launch for patch notes and demo status changes.

FAQ

Frequently Asked Questions

Quick answers for FIVE's first hours in the Sprawl.

How many chapters does SPRAWL zero have?

Seven named chapters: The Graveyard, Buried, Domination, Adusta Terra, God's Light, Maeth, Eden, and Acrophobia. Reviewers reported 7–10 hours of campaign.

Where do I get the Gravity Shield?

In Buried, the second chapter. The Graveyard focuses on punch, disposable guns, and Bullet-Time.

Which chapter has the Spider Tank?

Acrophobia, the final chapter. Use Junta specials the way you would against Amalgams.

How do I get the Mercy achievement?

Keep all three Archons alive in God's Light. Use Shield for defense, not Bullet-Time for aggression.